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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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@ -389,6 +389,10 @@ public:
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void queryPlayerName(uint64_t guid);
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void queryCreatureInfo(uint32_t entry, uint64_t guid);
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void queryGameObjectInfo(uint32_t entry, uint64_t guid);
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const GameObjectQueryResponseData* getCachedGameObjectInfo(uint32_t entry) const {
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auto it = gameObjectInfoCache_.find(entry);
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return (it != gameObjectInfoCache_.end()) ? &it->second : nullptr;
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}
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std::string getCachedPlayerName(uint64_t guid) const;
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std::string getCachedCreatureName(uint32_t entry) const;
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