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Fix mount sounds, grey WMO meshes, taxi landing, tree animations, and classic dismount
- Per-family mount sounds (kodo, tallstrider, mechanostrider, etc.) detected from M2 model path - Skip WMO groups with SHOW_SKYBOX flag or all-untextured batches (grey mesh in Orgrimmar) - Freeze physics during taxi landing until terrain loads to prevent falling through void - Disable bone animations on tropical vegetation (palm, bamboo, banana, etc.) to fix wiggling - Snap player to final taxi waypoint on flight completion - Extract mount aura spell ID from classic UNIT_FIELD_AURAS for CMSG_CANCEL_AURA dismount - Increase /unstuck forward nudge to 5 units
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13 changed files with 525 additions and 217 deletions
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@ -137,7 +137,7 @@ public:
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void setEquippedWeaponType(uint32_t inventoryType) { equippedWeaponInvType_ = inventoryType; meleeAnimId = 0; }
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// Mount rendering
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void setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float heightOffset);
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void setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float heightOffset, const std::string& modelPath = "");
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void setTaxiFlight(bool onTaxi) { taxiFlight_ = onTaxi; }
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void setMountPitchRoll(float pitch, float roll) { mountPitch_ = pitch; mountRoll_ = roll; }
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void clearMount();
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@ -309,6 +309,7 @@ private:
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glm::vec3 boundingBoxMax;
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uint32_t groupFlags = 0;
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bool allUntextured = false; // True if ALL batches use fallback white texture (collision/placeholder group)
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// Material batches (start index, count, material ID)
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struct Batch {
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