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
This commit is contained in:
Kelsi 2026-03-12 20:52:58 -07:00
parent f5d23a3a12
commit 5684b16721
3 changed files with 15 additions and 14 deletions

View file

@ -186,7 +186,7 @@ private:
static constexpr float COLLISION_FOCUS_RADIUS_THIRD_PERSON = 20.0f; // Reduced for performance
static constexpr float COLLISION_FOCUS_RADIUS_FREE_FLY = 20.0f;
static constexpr float MIN_PITCH = -88.0f; // Look almost straight down
static constexpr float MAX_PITCH = 35.0f; // Limited upward look
static constexpr float MAX_PITCH = 88.0f; // Look almost straight up (WoW standard)
glm::vec3* followTarget = nullptr;
glm::vec3 smoothedCamPos = glm::vec3(0.0f); // For smooth camera movement
float smoothedCollisionDist_ = -1.0f; // Asymmetrically-smoothed WMO collision limit (-1 = uninitialised)