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Add player death handling, race-aware faction hostility, and all-race texture support
- Death screen with "Release Spirit" button sends CMSG_REPOP_REQUEST - Detect player death/resurrection via health updates (VALUES and CREATE) - Faction hostility map now built per-character race instead of hardcoded Human - CharSections.dbc texture lookup enabled for all races (was Human-only) - Fallback texture paths use race folder names instead of hardcoded Human - Player name in unit frame is clickable for self-targeting
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9 changed files with 270 additions and 102 deletions
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@ -82,6 +82,7 @@ private:
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std::string getPlayerModelPath() const;
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static const char* mapIdToName(uint32_t mapId);
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void loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float z);
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void buildFactionHostilityMap(uint8_t playerRace);
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void spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x, float y, float z, float orientation);
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void despawnOnlineCreature(uint64_t guid);
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void buildCreatureDisplayLookups();
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