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fix: quest markers, level-up effect, and emote loop
- renderer: construct QuestMarkerRenderer via make_unique (was never instantiated, causing getQuestMarkerRenderer() to always return null and all quest-marker updates to be silently skipped) - m2_renderer: add "levelup" to effectByName so LevelUp.m2 is treated as a spell effect (additive blend, no collision, particle-dominated) - renderer: auto-cancel non-looping emote animations when they reach end-of-sequence, transitioning player back to IDLE state
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2 changed files with 12 additions and 1 deletions
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@ -1148,7 +1148,8 @@ bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) {
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(lowerName.find("lavasplash") != std::string::npos) ||
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(lowerName.find("lavabubble") != std::string::npos) ||
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(lowerName.find("lavasteam") != std::string::npos) ||
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(lowerName.find("wisps") != std::string::npos);
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(lowerName.find("wisps") != std::string::npos) ||
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(lowerName.find("levelup") != std::string::npos);
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gpuModel.isSpellEffect = effectByName ||
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(hasParticles && model.vertices.size() <= 200 &&
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model.particleEmitters.size() >= 3);
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