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Fix /unstuck to use full floor search via camera reset
The previous approach used getFloorHeight which has tight spatial query bounds and couldn't find WMO floors far above the player. Now uses reset() which does multi-radius WMO/terrain scanning.
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2 changed files with 5 additions and 25 deletions
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@ -530,36 +530,15 @@ void Application::setupUICallbacks() {
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loadOnlineWorldTerrain(mapId, x, y, z);
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});
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// Unstuck callback — snap player Z to WMO/terrain floor height
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// Unstuck callback — re-run spawn search at current XY to find valid floor
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gameHandler->setUnstuckCallback([this]() {
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if (!renderer || !renderer->getCameraController()) return;
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auto* cc = renderer->getCameraController();
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auto* ft = cc->getFollowTargetMutable();
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if (!ft) return;
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// Probe floor at current XY from high up to find WMO floors above
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auto* wmo = renderer->getWMORenderer();
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auto* terrain = renderer->getTerrainManager();
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float bestZ = ft->z;
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bool found = false;
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// Probe from well above to catch WMO floors like Stormwind
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float probeZ = ft->z + 200.0f;
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if (wmo) {
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auto wmoH = wmo->getFloorHeight(ft->x, ft->y, probeZ);
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if (wmoH) {
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bestZ = *wmoH;
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found = true;
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}
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}
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if (terrain) {
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auto terrH = terrain->getHeightAt(ft->x, ft->y);
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if (terrH && (!found || *terrH > bestZ)) {
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bestZ = *terrH;
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found = true;
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}
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}
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if (found) {
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ft->z = bestZ;
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}
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// Use reset() which does a full multi-radius WMO/terrain floor search
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cc->setDefaultSpawn(*ft, cc->getYaw(), cc->getPitch());
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cc->reset();
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});
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// Faction hostility map is built in buildFactionHostilityMap() when character enters world
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