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fix: talent screen hang (uint8_t overflow) and camera pitch limit
- Change maxRow/maxCol from uint8_t to int in renderTalentTree to prevent infinite loop: uint8_t col <= 255 never exits since col wraps 255→0. Add sanity cap of 15 rows/cols to guard against corrupt DBC data. - Fix dangling reference warning in getFormattedTitle (lambda reference) - Raise MAX_PITCH from 35° to 88° to match WoW standard upward look range
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3 changed files with 15 additions and 14 deletions
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@ -186,7 +186,7 @@ private:
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static constexpr float COLLISION_FOCUS_RADIUS_THIRD_PERSON = 20.0f; // Reduced for performance
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static constexpr float COLLISION_FOCUS_RADIUS_FREE_FLY = 20.0f;
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static constexpr float MIN_PITCH = -88.0f; // Look almost straight down
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static constexpr float MAX_PITCH = 35.0f; // Limited upward look
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static constexpr float MAX_PITCH = 88.0f; // Look almost straight up (WoW standard)
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glm::vec3* followTarget = nullptr;
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glm::vec3 smoothedCamPos = glm::vec3(0.0f); // For smooth camera movement
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float smoothedCollisionDist_ = -1.0f; // Asymmetrically-smoothed WMO collision limit (-1 = uninitialised)
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