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Fix NPC virtual weapons and stabilize facial hair geosets
- resolve creature virtual item values as Item.dbc entry -> DisplayID before direct ItemDisplayInfo fallback\n- use correct WotLK virtual item base index set (starting at 56) and keep retry attach loop for late update fields\n- keep NPC main-hand weapon attachment path and clear erroneous offhand attachments\n- refactor NPC virtual weapon attach into helper with per-creature retry tracking\n- tighten humanoid facial hair geoset selection to avoid loading all beard/sideburn meshes\n- adjust facial 3xx preference to favor chin-hair channel when available
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2 changed files with 194 additions and 30 deletions
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@ -91,6 +91,7 @@ private:
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void buildFactionHostilityMap(uint8_t playerRace);
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void spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x, float y, float z, float orientation);
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void despawnOnlineCreature(uint64_t guid);
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bool tryAttachCreatureVirtualWeapons(uint64_t guid, uint32_t instanceId);
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void spawnOnlinePlayer(uint64_t guid,
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uint8_t raceId,
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uint8_t genderId,
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@ -177,6 +178,8 @@ private:
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std::unordered_map<uint64_t, uint32_t> creatureInstances_; // guid → render instanceId
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std::unordered_map<uint64_t, uint32_t> creatureModelIds_; // guid → loaded modelId
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std::unordered_map<uint64_t, glm::vec3> creatureRenderPosCache_; // guid -> last synced render position
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std::unordered_set<uint64_t> creatureWeaponsAttached_; // guid set when NPC virtual weapons attached
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std::unordered_map<uint64_t, uint8_t> creatureWeaponAttachAttempts_; // guid -> attach attempts
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std::unordered_set<uint64_t> deadCreatureGuids_; // GUIDs that should spawn in corpse/death pose
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std::unordered_map<uint32_t, uint32_t> displayIdModelCache_; // displayId → modelId (model caching)
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uint32_t nextCreatureModelId_ = 5000; // Model IDs for online creatures
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