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fix: remove dead code, name constants, add why-comments
- renderer: remove no-op assignment (mountAnims_.stand = 0 when already 0) - renderer: add why-comments on blacksmith WMO ID 96048 (ambient forge sounds) with TODO for other smithy buildings - terrain_renderer: replace 1e30f sentinel with numeric_limits::max(), name terrain view distance constant (1200 units ≈ 9 ADT tiles) - social_handler: add missing LFG case 15, document case 0 nullptr return (success = no error message), add enum name comments
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3 changed files with 15 additions and 7 deletions
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@ -1709,7 +1709,6 @@ void Renderer::setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float h
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}
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// Ensure we have fallbacks for movement
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if (mountAnims_.stand == 0) mountAnims_.stand = 0; // Force 0 even if not found
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if (mountAnims_.run == 0) mountAnims_.run = mountAnims_.stand; // Fallback to stand if no run
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core::Logger::getInstance().debug("Mount animation set: jumpStart=", mountAnims_.jumpStart,
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@ -3502,7 +3501,9 @@ void Renderer::update(float deltaTime) {
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bool isIndoor = insideWmo;
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bool isSwimming = cameraController->isSwimming();
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// Check if inside blacksmith (96048 = Goldshire blacksmith)
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// Detect blacksmith buildings to play ambient forge/anvil sounds.
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// 96048 is the WMO group ID for the Goldshire blacksmith interior.
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// TODO: extend to other smithy WMO IDs (Ironforge, Orgrimmar, etc.)
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bool isBlacksmith = (insideWmoId == 96048);
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// Sync weather audio with visual weather system
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@ -3582,8 +3583,8 @@ void Renderer::update(float deltaTime) {
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lastLoggedWmoId = wmoModelId;
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}
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// Blacksmith detection
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if (wmoModelId == 96048) { // Goldshire blacksmith
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// Detect blacksmith WMO for ambient forge sounds
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if (wmoModelId == 96048) { // Goldshire blacksmith interior
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insideBlacksmith = true;
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LOG_INFO("Detected blacksmith WMO ", wmoModelId);
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}
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