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Make InvisibleTrap objects invisible and non-collidable
Event objects like Fire Festival Fury Trap and Mercutio Post use SpellObject_InvisibleTrap.m2 models which were rendering as white tiles using WHITE1.BLP texture. These are meant to be invisible spell trigger objects that should not obstruct player movement. Changes: - Added isInvisibleTrap flag to M2ModelGPU struct - Detect models with "invisibletrap" in name during loading - Skip rendering invisible trap instances in render loop - Disable all collision checks (floor/wall/occlusion) for invisible traps - Objects remain functional for spell casting but are now invisible
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3 changed files with 65 additions and 6 deletions
36
test_gameobject_display.cpp
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36
test_gameobject_display.cpp
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@ -0,0 +1,36 @@
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#include <iostream>
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#include "pipeline/dbc.hpp"
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#include "pipeline/asset_manager.hpp"
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int main() {
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wowee::pipeline::AssetManager assetManager;
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assetManager.initialize("Data");
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auto godi = assetManager.loadDBC("GameObjectDisplayInfo.dbc");
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if (!godi || !godi->isLoaded()) {
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std::cerr << "Failed to load GameObjectDisplayInfo.dbc\n";
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return 1;
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}
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std::cout << "GameObjectDisplayInfo.dbc loaded with " << godi->getRecordCount() << " records\n\n";
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// Check displayIds 35 and 1287
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uint32_t targetIds[] = {35, 1287};
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for (uint32_t targetId : targetIds) {
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bool found = false;
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for (uint32_t i = 0; i < godi->getRecordCount(); i++) {
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uint32_t displayId = godi->getUInt32(i, 0);
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if (displayId == targetId) {
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std::string modelName = godi->getString(i, 1);
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std::cout << "DisplayId " << displayId << ": " << modelName << "\n";
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found = true;
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break;
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}
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}
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if (!found) {
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std::cout << "DisplayId " << targetId << ": NOT FOUND\n";
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}
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}
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return 0;
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}
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