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Add MCLQ water, TaxiPathNode transports, and vanilla M2 particles
- Parse MCLQ sub-chunks in vanilla ADTs for water rendering (WotLK uses MH2O) - Load TaxiPathNode.dbc for MO_TRANSPORT world-coordinate paths (vanilla boats) - Parse data[] from SMSG_GAMEOBJECT_QUERY_RESPONSE (taxiPathId for transports) - Support vanilla M2 particle emitters (504-byte struct, different from WotLK 476) - Add character preview texture diagnostic logging - Fix disconnect handling on character screen (show error only when no chars)
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14 changed files with 556 additions and 55 deletions
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@ -1356,7 +1356,10 @@ public:
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struct GameObjectQueryResponseData {
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uint32_t entry = 0;
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std::string name;
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uint32_t type = 0; // GameObjectType (e.g. 3=chest, 2=questgiver)
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uint32_t type = 0; // GameObjectType (e.g. 3=chest, 2=questgiver, 15=MO_TRANSPORT)
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uint32_t displayId = 0;
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uint32_t data[24] = {}; // Type-specific data fields (e.g. data[0]=taxiPathId for MO_TRANSPORT)
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bool hasData = false; // Whether data[] was parsed
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bool isValid() const { return entry != 0 && !name.empty(); }
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};
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