Fix PopStyleVar mismatches and character geoset IDs

Fix 9 PopStyleVar(2) calls that should be PopStyleVar(1) across
player frame, target frame, cast bar, party frames, buff bar, escape
menu, death dialog, and resurrect dialog. Fix action bar from
PopStyleVar(2) to PopStyleVar(4) to match 4 pushes.

Fix character geoset defaults: 301→302 (bare hands), 701→702 (ears),
1501→1502 (back/cloak), add 802 (wristbands). No WoW character model
uses geoset 301/701/1501; all use 302/702/1502 as base. This fixes
missing hands/arms on undead and other races with separate hand meshes.
This commit is contained in:
Kelsi 2026-02-15 06:09:38 -08:00
parent d2b46d410a
commit 7f0eceaacc
3 changed files with 26 additions and 22 deletions

View file

@ -1419,7 +1419,7 @@ void GameScreen::renderPlayerFrame(game::GameHandler& gameHandler) {
ImGui::End();
ImGui::PopStyleColor(2);
ImGui::PopStyleVar(2);
ImGui::PopStyleVar();
}
void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
@ -1545,7 +1545,7 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
ImGui::End();
ImGui::PopStyleColor(2);
ImGui::PopStyleVar(2);
ImGui::PopStyleVar();
}
void GameScreen::sendChatMessage(game::GameHandler& gameHandler) {
@ -3165,7 +3165,7 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
ImGui::End();
ImGui::PopStyleColor();
ImGui::PopStyleVar(2);
ImGui::PopStyleVar(4);
// Handle action bar drag: render icon at cursor and detect drop outside
if (actionBarDragSlot_ >= 0) {
@ -3461,7 +3461,7 @@ void GameScreen::renderCastBar(game::GameHandler& gameHandler) {
ImGui::End();
ImGui::PopStyleColor();
ImGui::PopStyleVar(2);
ImGui::PopStyleVar();
}
// ============================================================
@ -3592,7 +3592,7 @@ void GameScreen::renderPartyFrames(game::GameHandler& gameHandler) {
ImGui::End();
ImGui::PopStyleColor();
ImGui::PopStyleVar(2);
ImGui::PopStyleVar();
}
// ============================================================
@ -3816,7 +3816,7 @@ void GameScreen::renderBuffBar(game::GameHandler& gameHandler) {
ImGui::ImageButton("##aura",
(ImTextureID)(uintptr_t)iconTex,
ImVec2(ICON_SIZE - 4, ICON_SIZE - 4));
ImGui::PopStyleVar(2);
ImGui::PopStyleVar();
ImGui::PopStyleColor();
} else {
ImGui::PushStyleColor(ImGuiCol_Button, borderColor);
@ -3862,7 +3862,7 @@ void GameScreen::renderBuffBar(game::GameHandler& gameHandler) {
}
ImGui::End();
ImGui::PopStyleVar(2);
ImGui::PopStyleVar();
ImGui::PopStyleColor();
}
@ -4809,7 +4809,7 @@ void GameScreen::renderEscapeMenu() {
showEscapeMenu = false;
showEscapeSettingsNotice = false;
}
ImGui::PopStyleVar(2);
ImGui::PopStyleVar();
}
ImGui::End();
}
@ -4979,7 +4979,7 @@ void GameScreen::renderDeathScreen(game::GameHandler& gameHandler) {
}
ImGui::End();
ImGui::PopStyleColor(2);
ImGui::PopStyleVar(2);
ImGui::PopStyleVar();
}
void GameScreen::renderResurrectDialog(game::GameHandler& gameHandler) {
@ -5033,7 +5033,7 @@ void GameScreen::renderResurrectDialog(game::GameHandler& gameHandler) {
}
ImGui::End();
ImGui::PopStyleColor(2);
ImGui::PopStyleVar(2);
ImGui::PopStyleVar();
}
// ============================================================