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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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@ -1962,7 +1962,7 @@ bool GameObjectQueryResponseParser::parse(network::Packet& packet, GameObjectQue
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}
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data.type = packet.readUInt32(); // GameObjectType
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/*uint32_t displayId =*/ packet.readUInt32();
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data.displayId = packet.readUInt32();
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// 4 name strings (only first is usually populated)
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data.name = packet.readString();
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// name2, name3, name4
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@ -1970,6 +1970,20 @@ bool GameObjectQueryResponseParser::parse(network::Packet& packet, GameObjectQue
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packet.readString();
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packet.readString();
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// WotLK: 3 extra strings before data[] (iconName, castBarCaption, unk1)
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packet.readString(); // iconName
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packet.readString(); // castBarCaption
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packet.readString(); // unk1
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// Read 24 type-specific data fields
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size_t remaining = packet.getSize() - packet.getReadPos();
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if (remaining >= 24 * 4) {
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for (int i = 0; i < 24; i++) {
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data.data[i] = packet.readUInt32();
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}
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data.hasData = true;
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}
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LOG_DEBUG("GameObject query response: ", data.name, " (type=", data.type, " entry=", data.entry, ")");
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return true;
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}
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