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
This commit is contained in:
Kelsi 2026-02-14 21:04:20 -08:00
parent bf31da8c13
commit d27387d744
13 changed files with 525 additions and 217 deletions

View file

@ -137,7 +137,7 @@ public:
void setEquippedWeaponType(uint32_t inventoryType) { equippedWeaponInvType_ = inventoryType; meleeAnimId = 0; }
// Mount rendering
void setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float heightOffset);
void setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float heightOffset, const std::string& modelPath = "");
void setTaxiFlight(bool onTaxi) { taxiFlight_ = onTaxi; }
void setMountPitchRoll(float pitch, float roll) { mountPitch_ = pitch; mountRoll_ = roll; }
void clearMount();

View file

@ -309,6 +309,7 @@ private:
glm::vec3 boundingBoxMax;
uint32_t groupFlags = 0;
bool allUntextured = false; // True if ALL batches use fallback white texture (collision/placeholder group)
// Material batches (start index, count, material ID)
struct Batch {