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feat(animation): 452 named constants, 30-phase character animation state machine
Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND, anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1) lookup, and flyVariant() compact 218-element ground→FLY_* resolver. Expand AnimationController into a full state machine with 20+ named states: spell cast (directed→omni→cast fallback chain, instant one-shot release), hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle, stealth animation substitution, loot, fishing channel, sit/sleep/kneel down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons (BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY, vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS), emote state variants, off-hand/pierce/dual-wield alternation, NPC birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell. Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo (12 constants) namespaces; replace all magic numbers in spell_handler.cpp. Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire GameObjectStateCallback. Add DBC cross-validation on world entry. Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and asset_pipeline_gui.py. Add tests/test_animation_ids.cpp. Bug fixes included: - Stand state 1 was animating READY_2H(27) — fixed to SITTING(97) - Spell casts ended freeze-frame — add one-shot release animation - NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff) - Chair sits (states 2/4/5/6) incorrectly played floor-sit transition - STOP(3) used for all spell casts — replaced with model-aware chain
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567
src/rendering/animation_ids.cpp
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567
src/rendering/animation_ids.cpp
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// ============================================================================
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// animation_ids.cpp — Inverse lookup & DBC validation
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// Generated from animation_ids.hpp (452 constants, IDs 0–451)
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// ============================================================================
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#include "rendering/animation_ids.hpp"
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#include "pipeline/dbc_loader.hpp"
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#include "core/logger.hpp"
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#include <unordered_set>
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namespace wowee {
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namespace rendering {
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namespace anim {
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const char* nameFromId(uint32_t id) {
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static const char* const names[ANIM_COUNT] = {
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/* 0 */ "STAND",
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/* 1 */ "DEATH",
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/* 2 */ "SPELL",
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/* 3 */ "STOP",
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/* 4 */ "WALK",
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/* 5 */ "RUN",
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/* 6 */ "DEAD",
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/* 7 */ "RISE",
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/* 8 */ "STAND_WOUND",
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/* 9 */ "COMBAT_WOUND",
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/* 10 */ "COMBAT_CRITICAL",
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/* 11 */ "SHUFFLE_LEFT",
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/* 12 */ "SHUFFLE_RIGHT",
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/* 13 */ "WALK_BACKWARDS",
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/* 14 */ "STUN",
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/* 15 */ "HANDS_CLOSED",
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/* 16 */ "ATTACK_UNARMED",
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/* 17 */ "ATTACK_1H",
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/* 18 */ "ATTACK_2H",
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/* 19 */ "ATTACK_2H_LOOSE",
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/* 20 */ "PARRY_UNARMED",
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/* 21 */ "PARRY_1H",
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/* 22 */ "PARRY_2H",
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/* 23 */ "PARRY_2H_LOOSE",
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/* 24 */ "SHIELD_BLOCK",
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/* 25 */ "READY_UNARMED",
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/* 26 */ "READY_1H",
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/* 27 */ "READY_2H",
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/* 28 */ "READY_2H_LOOSE",
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/* 29 */ "READY_BOW",
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/* 30 */ "DODGE",
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/* 31 */ "SPELL_PRECAST",
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/* 32 */ "SPELL_CAST",
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/* 33 */ "SPELL_CAST_AREA",
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/* 34 */ "NPC_WELCOME",
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/* 35 */ "NPC_GOODBYE",
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/* 36 */ "BLOCK",
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/* 37 */ "JUMP_START",
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/* 38 */ "JUMP",
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/* 39 */ "JUMP_END",
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/* 40 */ "FALL",
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/* 41 */ "SWIM_IDLE",
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/* 42 */ "SWIM",
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/* 43 */ "SWIM_LEFT",
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/* 44 */ "SWIM_RIGHT",
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/* 45 */ "SWIM_BACKWARDS",
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/* 46 */ "ATTACK_BOW",
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/* 47 */ "FIRE_BOW",
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/* 48 */ "READY_RIFLE",
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/* 49 */ "ATTACK_RIFLE",
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/* 50 */ "LOOT",
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/* 51 */ "READY_SPELL_DIRECTED",
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/* 52 */ "READY_SPELL_OMNI",
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/* 53 */ "SPELL_CAST_DIRECTED",
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/* 54 */ "SPELL_CAST_OMNI",
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/* 55 */ "BATTLE_ROAR",
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/* 56 */ "READY_ABILITY",
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/* 57 */ "SPECIAL_1H",
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/* 58 */ "SPECIAL_2H",
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/* 59 */ "SHIELD_BASH",
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/* 60 */ "EMOTE_TALK",
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/* 61 */ "EMOTE_EAT",
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/* 62 */ "EMOTE_WORK",
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/* 63 */ "EMOTE_USE_STANDING",
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/* 64 */ "EMOTE_EXCLAMATION",
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/* 65 */ "EMOTE_QUESTION",
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/* 66 */ "EMOTE_BOW",
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/* 67 */ "EMOTE_WAVE",
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/* 68 */ "EMOTE_CHEER",
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/* 69 */ "EMOTE_DANCE",
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/* 70 */ "EMOTE_LAUGH",
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/* 71 */ "EMOTE_SLEEP",
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/* 72 */ "EMOTE_SIT_GROUND",
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/* 73 */ "EMOTE_RUDE",
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/* 74 */ "EMOTE_ROAR",
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/* 75 */ "EMOTE_KNEEL",
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/* 76 */ "EMOTE_KISS",
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/* 77 */ "EMOTE_CRY",
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/* 78 */ "EMOTE_CHICKEN",
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/* 79 */ "EMOTE_BEG",
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/* 80 */ "EMOTE_APPLAUD",
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/* 81 */ "EMOTE_SHOUT",
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/* 82 */ "EMOTE_FLEX",
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/* 83 */ "EMOTE_SHY",
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/* 84 */ "EMOTE_POINT",
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/* 85 */ "ATTACK_1H_PIERCE",
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/* 86 */ "ATTACK_2H_LOOSE_PIERCE",
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/* 87 */ "ATTACK_OFF",
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/* 88 */ "ATTACK_OFF_PIERCE",
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/* 89 */ "SHEATHE",
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/* 90 */ "HIP_SHEATHE",
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/* 91 */ "MOUNT",
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/* 92 */ "RUN_RIGHT",
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/* 93 */ "RUN_LEFT",
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/* 94 */ "MOUNT_SPECIAL",
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/* 95 */ "KICK",
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/* 96 */ "SIT_GROUND_DOWN",
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/* 97 */ "SITTING",
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/* 98 */ "SIT_GROUND_UP",
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/* 99 */ "SLEEP_DOWN",
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/* 100 */ "SLEEP",
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/* 101 */ "SLEEP_UP",
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/* 102 */ "SIT_CHAIR_LOW",
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/* 103 */ "SIT_CHAIR_MED",
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/* 104 */ "SIT_CHAIR_HIGH",
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/* 105 */ "LOAD_BOW",
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/* 106 */ "LOAD_RIFLE",
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/* 107 */ "ATTACK_THROWN",
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/* 108 */ "READY_THROWN",
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/* 109 */ "HOLD_BOW",
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/* 110 */ "HOLD_RIFLE",
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/* 111 */ "HOLD_THROWN",
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/* 112 */ "LOAD_THROWN",
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/* 113 */ "EMOTE_SALUTE",
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/* 114 */ "KNEEL_START",
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/* 115 */ "KNEEL_LOOP",
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/* 116 */ "KNEEL_END",
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/* 117 */ "ATTACK_UNARMED_OFF",
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/* 118 */ "SPECIAL_UNARMED",
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/* 119 */ "STEALTH_WALK",
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/* 120 */ "STEALTH_STAND",
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/* 121 */ "KNOCKDOWN",
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/* 122 */ "EATING_LOOP",
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/* 123 */ "USE_STANDING_LOOP",
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/* 124 */ "CHANNEL_CAST_DIRECTED",
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/* 125 */ "CHANNEL_CAST_OMNI",
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/* 126 */ "WHIRLWIND",
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/* 127 */ "BIRTH",
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/* 128 */ "USE_STANDING_START",
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/* 129 */ "USE_STANDING_END",
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/* 130 */ "CREATURE_SPECIAL",
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/* 131 */ "DROWN",
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/* 132 */ "DROWNED",
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/* 133 */ "FISHING_CAST",
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/* 134 */ "FISHING_LOOP",
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/* 135 */ "FLY",
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/* 136 */ "EMOTE_WORK_NO_SHEATHE",
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/* 137 */ "EMOTE_STUN_NO_SHEATHE",
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/* 138 */ "EMOTE_USE_STANDING_NO_SHEATHE",
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/* 139 */ "SPELL_SLEEP_DOWN",
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/* 140 */ "SPELL_KNEEL_START",
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/* 141 */ "SPELL_KNEEL_LOOP",
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/* 142 */ "SPELL_KNEEL_END",
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/* 143 */ "SPRINT",
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/* 144 */ "IN_FLIGHT",
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/* 145 */ "SPAWN",
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/* 146 */ "CLOSE",
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/* 147 */ "CLOSED",
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/* 148 */ "OPEN",
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/* 149 */ "DESTROY",
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/* 150 */ "DESTROYED",
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/* 151 */ "UNSHEATHE",
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/* 152 */ "SHEATHE_ALT",
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/* 153 */ "ATTACK_UNARMED_NO_SHEATHE",
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/* 154 */ "STEALTH_RUN",
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/* 155 */ "READY_CROSSBOW",
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/* 156 */ "ATTACK_CROSSBOW",
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/* 157 */ "EMOTE_TALK_EXCLAMATION",
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/* 158 */ "FLY_IDLE",
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/* 159 */ "FLY_FORWARD",
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/* 160 */ "FLY_BACKWARDS",
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/* 161 */ "FLY_LEFT",
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/* 162 */ "FLY_RIGHT",
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/* 163 */ "FLY_UP",
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/* 164 */ "FLY_DOWN",
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/* 165 */ "FLY_LAND_START",
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/* 166 */ "FLY_LAND_RUN",
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/* 167 */ "FLY_LAND_END",
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/* 168 */ "EMOTE_TALK_QUESTION",
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/* 169 */ "EMOTE_READ",
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/* 170 */ "EMOTE_SHIELDBLOCK",
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/* 171 */ "EMOTE_CHOP",
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/* 172 */ "EMOTE_HOLDRIFLE",
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/* 173 */ "EMOTE_HOLDBOW",
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/* 174 */ "EMOTE_HOLDTHROWN",
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/* 175 */ "CUSTOM_SPELL_02",
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/* 176 */ "CUSTOM_SPELL_03",
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/* 177 */ "CUSTOM_SPELL_04",
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/* 178 */ "CUSTOM_SPELL_05",
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/* 179 */ "CUSTOM_SPELL_06",
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/* 180 */ "CUSTOM_SPELL_07",
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/* 181 */ "CUSTOM_SPELL_08",
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/* 182 */ "CUSTOM_SPELL_09",
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/* 183 */ "CUSTOM_SPELL_10",
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/* 184 */ "EMOTE_STATE_DANCE",
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/* 185 */ "FLY_STAND",
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/* 186 */ "EMOTE_STATE_LAUGH",
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/* 187 */ "EMOTE_STATE_POINT",
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/* 188 */ "EMOTE_STATE_EAT",
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/* 189 */ "EMOTE_STATE_WORK",
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/* 190 */ "EMOTE_STATE_SIT_GROUND",
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/* 191 */ "EMOTE_STATE_HOLD_BOW",
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/* 192 */ "EMOTE_STATE_HOLD_RIFLE",
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/* 193 */ "EMOTE_STATE_HOLD_THROWN",
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/* 194 */ "FLY_COMBAT_WOUND",
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/* 195 */ "FLY_COMBAT_CRITICAL",
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/* 196 */ "RECLINED",
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/* 197 */ "EMOTE_STATE_ROAR",
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/* 198 */ "EMOTE_USE_STANDING_LOOP_2",
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/* 199 */ "EMOTE_STATE_APPLAUD",
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/* 200 */ "READY_FIST",
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/* 201 */ "SPELL_CHANNEL_DIRECTED_OMNI",
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/* 202 */ "SPECIAL_ATTACK_1H_OFF",
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/* 203 */ "ATTACK_FIST_1H",
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/* 204 */ "ATTACK_FIST_1H_OFF",
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/* 205 */ "PARRY_FIST_1H",
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/* 206 */ "READY_FIST_1H",
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/* 207 */ "EMOTE_STATE_READ_AND_TALK",
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/* 208 */ "EMOTE_STATE_WORK_NO_SHEATHE",
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/* 209 */ "FLY_RUN",
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/* 210 */ "EMOTE_STATE_KNEEL_2",
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/* 211 */ "EMOTE_STATE_SPELL_KNEEL",
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/* 212 */ "EMOTE_STATE_USE_STANDING",
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/* 213 */ "EMOTE_STATE_STUN",
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/* 214 */ "EMOTE_STATE_STUN_NO_SHEATHE",
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/* 215 */ "EMOTE_TRAIN",
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/* 216 */ "EMOTE_DEAD",
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/* 217 */ "EMOTE_STATE_DANCE_ONCE",
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/* 218 */ "FLY_DEATH",
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/* 219 */ "FLY_STAND_WOUND",
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/* 220 */ "FLY_SHUFFLE_LEFT",
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/* 221 */ "FLY_SHUFFLE_RIGHT",
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/* 222 */ "FLY_WALK_BACKWARDS",
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/* 223 */ "FLY_STUN",
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/* 224 */ "FLY_HANDS_CLOSED",
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/* 225 */ "FLY_ATTACK_UNARMED",
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/* 226 */ "FLY_ATTACK_1H",
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/* 227 */ "FLY_ATTACK_2H",
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/* 228 */ "FLY_ATTACK_2H_LOOSE",
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/* 229 */ "FLY_SPELL",
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/* 230 */ "FLY_STOP",
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/* 231 */ "FLY_WALK",
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/* 232 */ "FLY_DEAD",
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/* 233 */ "FLY_RISE",
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/* 234 */ "FLY_RUN_2",
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/* 235 */ "FLY_FALL",
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/* 236 */ "FLY_SWIM_IDLE",
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/* 237 */ "FLY_SWIM",
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/* 238 */ "FLY_SWIM_LEFT",
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/* 239 */ "FLY_SWIM_RIGHT",
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/* 240 */ "FLY_SWIM_BACKWARDS",
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/* 241 */ "FLY_ATTACK_BOW",
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/* 242 */ "FLY_FIRE_BOW",
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/* 243 */ "FLY_READY_RIFLE",
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/* 244 */ "FLY_ATTACK_RIFLE",
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/* 245 */ "TOTEM_SMALL",
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/* 246 */ "TOTEM_MEDIUM",
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/* 247 */ "TOTEM_LARGE",
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/* 248 */ "FLY_LOOT",
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/* 249 */ "FLY_READY_SPELL_DIRECTED",
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/* 250 */ "FLY_READY_SPELL_OMNI",
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/* 251 */ "FLY_SPELL_CAST_DIRECTED",
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/* 252 */ "FLY_SPELL_CAST_OMNI",
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/* 253 */ "FLY_BATTLE_ROAR",
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/* 254 */ "FLY_READY_ABILITY",
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/* 255 */ "FLY_SPECIAL_1H",
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/* 256 */ "FLY_SPECIAL_2H",
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/* 257 */ "FLY_SHIELD_BASH",
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/* 258 */ "FLY_EMOTE_TALK",
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/* 259 */ "FLY_EMOTE_EAT",
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/* 260 */ "FLY_EMOTE_WORK",
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/* 261 */ "FLY_EMOTE_USE_STANDING",
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/* 262 */ "FLY_EMOTE_BOW",
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/* 263 */ "FLY_EMOTE_WAVE",
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/* 264 */ "FLY_EMOTE_CHEER",
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/* 265 */ "FLY_EMOTE_DANCE",
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/* 266 */ "FLY_EMOTE_LAUGH",
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/* 267 */ "FLY_EMOTE_SLEEP",
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/* 268 */ "FLY_EMOTE_SIT_GROUND",
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/* 269 */ "FLY_EMOTE_RUDE",
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/* 270 */ "FLY_EMOTE_ROAR",
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/* 271 */ "FLY_EMOTE_KNEEL",
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/* 272 */ "FLY_EMOTE_KISS",
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/* 273 */ "FLY_EMOTE_CRY",
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/* 274 */ "FLY_EMOTE_CHICKEN",
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/* 275 */ "FLY_EMOTE_BEG",
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/* 276 */ "FLY_EMOTE_APPLAUD",
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/* 277 */ "FLY_EMOTE_SHOUT",
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/* 278 */ "FLY_EMOTE_FLEX",
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/* 279 */ "FLY_EMOTE_SHY",
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/* 280 */ "FLY_EMOTE_POINT",
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/* 281 */ "FLY_ATTACK_1H_PIERCE",
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/* 282 */ "FLY_ATTACK_2H_LOOSE_PIERCE",
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/* 283 */ "FLY_ATTACK_OFF",
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/* 284 */ "FLY_ATTACK_OFF_PIERCE",
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/* 285 */ "FLY_SHEATHE",
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/* 286 */ "FLY_HIP_SHEATHE",
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/* 287 */ "FLY_MOUNT",
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/* 288 */ "FLY_RUN_RIGHT",
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/* 289 */ "FLY_RUN_LEFT",
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/* 290 */ "FLY_MOUNT_SPECIAL",
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/* 291 */ "FLY_KICK",
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/* 292 */ "FLY_SIT_GROUND_DOWN",
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/* 293 */ "FLY_SITTING",
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/* 294 */ "FLY_SIT_GROUND_UP",
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/* 295 */ "FLY_SLEEP_DOWN",
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/* 296 */ "FLY_SLEEP",
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/* 297 */ "FLY_SLEEP_UP",
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/* 298 */ "FLY_SIT_CHAIR_LOW",
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/* 299 */ "FLY_SIT_CHAIR_MED",
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/* 300 */ "FLY_SIT_CHAIR_HIGH",
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/* 301 */ "FLY_LOAD_BOW",
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/* 302 */ "FLY_LOAD_RIFLE",
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/* 303 */ "FLY_ATTACK_THROWN",
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/* 304 */ "FLY_READY_THROWN",
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/* 305 */ "FLY_HOLD_BOW",
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/* 306 */ "FLY_HOLD_RIFLE",
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/* 307 */ "FLY_HOLD_THROWN",
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/* 308 */ "FLY_LOAD_THROWN",
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/* 309 */ "FLY_EMOTE_SALUTE",
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/* 310 */ "FLY_KNEEL_START",
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/* 311 */ "FLY_KNEEL_LOOP",
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/* 312 */ "FLY_KNEEL_END",
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/* 313 */ "FLY_ATTACK_UNARMED_OFF",
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/* 314 */ "FLY_SPECIAL_UNARMED",
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/* 315 */ "FLY_STEALTH_WALK",
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/* 316 */ "FLY_STEALTH_STAND",
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/* 317 */ "FLY_KNOCKDOWN",
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/* 318 */ "FLY_EATING_LOOP",
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/* 319 */ "FLY_USE_STANDING_LOOP",
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/* 320 */ "FLY_CHANNEL_CAST_DIRECTED",
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/* 321 */ "FLY_CHANNEL_CAST_OMNI",
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/* 322 */ "FLY_WHIRLWIND",
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/* 323 */ "FLY_BIRTH",
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/* 324 */ "FLY_USE_STANDING_START",
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/* 325 */ "FLY_USE_STANDING_END",
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/* 326 */ "FLY_CREATURE_SPECIAL",
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/* 327 */ "FLY_DROWN",
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/* 328 */ "FLY_DROWNED",
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/* 329 */ "FLY_FISHING_CAST",
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/* 330 */ "FLY_FISHING_LOOP",
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/* 331 */ "FLY_FLY",
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/* 332 */ "FLY_EMOTE_WORK_NO_SHEATHE",
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/* 333 */ "FLY_EMOTE_STUN_NO_SHEATHE",
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/* 334 */ "FLY_EMOTE_USE_STANDING_NO_SHEATHE",
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/* 335 */ "FLY_SPELL_SLEEP_DOWN",
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/* 336 */ "FLY_SPELL_KNEEL_START",
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/* 337 */ "FLY_SPELL_KNEEL_LOOP",
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/* 338 */ "FLY_SPELL_KNEEL_END",
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/* 339 */ "FLY_SPRINT",
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/* 340 */ "FLY_IN_FLIGHT",
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/* 341 */ "FLY_SPAWN",
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/* 342 */ "FLY_CLOSE",
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/* 343 */ "FLY_CLOSED",
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/* 344 */ "FLY_OPEN",
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/* 345 */ "FLY_DESTROY",
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/* 346 */ "FLY_DESTROYED",
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/* 347 */ "FLY_UNSHEATHE",
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/* 348 */ "FLY_SHEATHE_ALT",
|
||||
/* 349 */ "FLY_ATTACK_UNARMED_NO_SHEATHE",
|
||||
/* 350 */ "FLY_STEALTH_RUN",
|
||||
/* 351 */ "FLY_READY_CROSSBOW",
|
||||
/* 352 */ "FLY_ATTACK_CROSSBOW",
|
||||
/* 353 */ "FLY_EMOTE_TALK_EXCLAMATION",
|
||||
/* 354 */ "FLY_EMOTE_TALK_QUESTION",
|
||||
/* 355 */ "FLY_EMOTE_READ",
|
||||
/* 356 */ "EMOTE_HOLD_CROSSBOW",
|
||||
/* 357 */ "FLY_EMOTE_HOLD_BOW",
|
||||
/* 358 */ "FLY_EMOTE_HOLD_RIFLE",
|
||||
/* 359 */ "FLY_EMOTE_HOLD_THROWN",
|
||||
/* 360 */ "FLY_EMOTE_HOLD_CROSSBOW",
|
||||
/* 361 */ "FLY_CUSTOM_SPELL_02",
|
||||
/* 362 */ "FLY_CUSTOM_SPELL_03",
|
||||
/* 363 */ "FLY_CUSTOM_SPELL_04",
|
||||
/* 364 */ "FLY_CUSTOM_SPELL_05",
|
||||
/* 365 */ "FLY_CUSTOM_SPELL_06",
|
||||
/* 366 */ "FLY_CUSTOM_SPELL_07",
|
||||
/* 367 */ "FLY_CUSTOM_SPELL_08",
|
||||
/* 368 */ "FLY_CUSTOM_SPELL_09",
|
||||
/* 369 */ "FLY_CUSTOM_SPELL_10",
|
||||
/* 370 */ "FLY_EMOTE_STATE_DANCE",
|
||||
/* 371 */ "EMOTE_EAT_NO_SHEATHE",
|
||||
/* 372 */ "MOUNT_RUN_RIGHT",
|
||||
/* 373 */ "MOUNT_RUN_LEFT",
|
||||
/* 374 */ "MOUNT_WALK_BACKWARDS",
|
||||
/* 375 */ "MOUNT_SWIM_IDLE",
|
||||
/* 376 */ "MOUNT_SWIM",
|
||||
/* 377 */ "MOUNT_SWIM_LEFT",
|
||||
/* 378 */ "MOUNT_SWIM_RIGHT",
|
||||
/* 379 */ "MOUNT_SWIM_BACKWARDS",
|
||||
/* 380 */ "MOUNT_FLIGHT_IDLE",
|
||||
/* 381 */ "MOUNT_FLIGHT_FORWARD",
|
||||
/* 382 */ "MOUNT_FLIGHT_BACKWARDS",
|
||||
/* 383 */ "MOUNT_FLIGHT_LEFT",
|
||||
/* 384 */ "MOUNT_FLIGHT_RIGHT",
|
||||
/* 385 */ "MOUNT_FLIGHT_UP",
|
||||
/* 386 */ "MOUNT_FLIGHT_DOWN",
|
||||
/* 387 */ "MOUNT_FLIGHT_LAND_START",
|
||||
/* 388 */ "MOUNT_FLIGHT_LAND_RUN",
|
||||
/* 389 */ "MOUNT_FLIGHT_LAND_END",
|
||||
/* 390 */ "FLY_EMOTE_STATE_LAUGH",
|
||||
/* 391 */ "FLY_EMOTE_STATE_POINT",
|
||||
/* 392 */ "FLY_EMOTE_STATE_EAT",
|
||||
/* 393 */ "FLY_EMOTE_STATE_WORK",
|
||||
/* 394 */ "FLY_EMOTE_STATE_SIT_GROUND",
|
||||
/* 395 */ "FLY_EMOTE_STATE_HOLD_BOW",
|
||||
/* 396 */ "FLY_EMOTE_STATE_HOLD_RIFLE",
|
||||
/* 397 */ "FLY_EMOTE_STATE_HOLD_THROWN",
|
||||
/* 398 */ "FLY_EMOTE_STATE_ROAR",
|
||||
/* 399 */ "FLY_RECLINED",
|
||||
/* 400 */ "EMOTE_TRAIN_2",
|
||||
/* 401 */ "EMOTE_DEAD_2",
|
||||
/* 402 */ "FLY_EMOTE_USE_STANDING_LOOP_2",
|
||||
/* 403 */ "FLY_EMOTE_STATE_APPLAUD",
|
||||
/* 404 */ "FLY_READY_FIST",
|
||||
/* 405 */ "FLY_SPELL_CHANNEL_DIRECTED_OMNI",
|
||||
/* 406 */ "FLY_SPECIAL_ATTACK_1H_OFF",
|
||||
/* 407 */ "FLY_ATTACK_FIST_1H",
|
||||
/* 408 */ "FLY_ATTACK_FIST_1H_OFF",
|
||||
/* 409 */ "FLY_PARRY_FIST_1H",
|
||||
/* 410 */ "FLY_READY_FIST_1H",
|
||||
/* 411 */ "FLY_EMOTE_STATE_READ_AND_TALK",
|
||||
/* 412 */ "FLY_EMOTE_STATE_WORK_NO_SHEATHE",
|
||||
/* 413 */ "FLY_EMOTE_STATE_KNEEL_2",
|
||||
/* 414 */ "FLY_EMOTE_STATE_SPELL_KNEEL",
|
||||
/* 415 */ "FLY_EMOTE_STATE_USE_STANDING",
|
||||
/* 416 */ "FLY_EMOTE_STATE_STUN",
|
||||
/* 417 */ "FLY_EMOTE_STATE_STUN_NO_SHEATHE",
|
||||
/* 418 */ "FLY_EMOTE_TRAIN",
|
||||
/* 419 */ "FLY_EMOTE_DEAD",
|
||||
/* 420 */ "FLY_EMOTE_STATE_DANCE_ONCE",
|
||||
/* 421 */ "FLY_EMOTE_EAT_NO_SHEATHE",
|
||||
/* 422 */ "FLY_MOUNT_RUN_RIGHT",
|
||||
/* 423 */ "FLY_MOUNT_RUN_LEFT",
|
||||
/* 424 */ "FLY_MOUNT_WALK_BACKWARDS",
|
||||
/* 425 */ "FLY_MOUNT_SWIM_IDLE",
|
||||
/* 426 */ "FLY_MOUNT_SWIM",
|
||||
/* 427 */ "FLY_MOUNT_SWIM_LEFT",
|
||||
/* 428 */ "FLY_MOUNT_SWIM_RIGHT",
|
||||
/* 429 */ "FLY_MOUNT_SWIM_BACKWARDS",
|
||||
/* 430 */ "FLY_MOUNT_FLIGHT_IDLE",
|
||||
/* 431 */ "FLY_MOUNT_FLIGHT_FORWARD",
|
||||
/* 432 */ "FLY_MOUNT_FLIGHT_BACKWARDS",
|
||||
/* 433 */ "FLY_MOUNT_FLIGHT_LEFT",
|
||||
/* 434 */ "FLY_MOUNT_FLIGHT_RIGHT",
|
||||
/* 435 */ "FLY_MOUNT_FLIGHT_UP",
|
||||
/* 436 */ "FLY_MOUNT_FLIGHT_DOWN",
|
||||
/* 437 */ "FLY_MOUNT_FLIGHT_LAND_START",
|
||||
/* 438 */ "FLY_MOUNT_FLIGHT_LAND_RUN",
|
||||
/* 439 */ "FLY_MOUNT_FLIGHT_LAND_END",
|
||||
/* 440 */ "FLY_TOTEM_SMALL",
|
||||
/* 441 */ "FLY_TOTEM_MEDIUM",
|
||||
/* 442 */ "FLY_TOTEM_LARGE",
|
||||
/* 443 */ "FLY_EMOTE_HOLD_CROSSBOW_2",
|
||||
/* 444 */ "VEHICLE_GRAB",
|
||||
/* 445 */ "VEHICLE_THROW",
|
||||
/* 446 */ "FLY_VEHICLE_GRAB",
|
||||
/* 447 */ "FLY_VEHICLE_THROW",
|
||||
/* 448 */ "GUILD_CHAMPION_1",
|
||||
/* 449 */ "GUILD_CHAMPION_2",
|
||||
/* 450 */ "FLY_GUILD_CHAMPION_1",
|
||||
/* 451 */ "FLY_GUILD_CHAMPION_2",
|
||||
};
|
||||
if (id < ANIM_COUNT) return names[id];
|
||||
return "UNKNOWN";
|
||||
}
|
||||
|
||||
uint32_t flyVariant(uint32_t groundId) {
|
||||
// Compact lookup: ground animation ID (0–451) → FLY_* variant, or 0 if none.
|
||||
// Built from the 155 ground→fly pairs in animation_ids.hpp.
|
||||
static const uint16_t table[] = {
|
||||
// 0-9
|
||||
185, 218, 229, 230, 231, 209, 232, 233, 219, 194,
|
||||
// 10-19
|
||||
195, 220, 221, 222, 223, 224, 225, 226, 227, 228,
|
||||
// 20-29 (PARRY/READY/DODGE — no fly variants)
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
// 30-39 (BLOCK/SPELL_PRECAST/NPC — no fly variants)
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
// 40-49
|
||||
235, 236, 237, 238, 239, 240, 241, 242, 243, 244,
|
||||
// 50-59
|
||||
248, 249, 250, 251, 252, 253, 254, 255, 256, 257,
|
||||
// 60-69
|
||||
258, 259, 260, 261, 0, 0, 262, 263, 264, 265,
|
||||
// 70-79
|
||||
266, 267, 268, 269, 270, 271, 272, 273, 274, 275,
|
||||
// 80-89
|
||||
276, 277, 278, 279, 280, 281, 282, 283, 284, 285,
|
||||
// 90-99
|
||||
286, 287, 288, 289, 290, 291, 292, 293, 294, 295,
|
||||
// 100-109
|
||||
296, 297, 298, 299, 300, 301, 302, 303, 304, 305,
|
||||
// 110-119
|
||||
306, 307, 308, 309, 310, 311, 312, 313, 314, 315,
|
||||
// 120-129
|
||||
316, 317, 318, 319, 320, 321, 322, 323, 324, 325,
|
||||
// 130-139
|
||||
326, 327, 328, 329, 330, 331, 332, 333, 334, 335,
|
||||
// 140-149
|
||||
336, 337, 338, 339, 340, 341, 342, 343, 344, 345,
|
||||
// 150-159
|
||||
346, 347, 348, 349, 350, 351, 352, 353, 0, 0,
|
||||
// 160-169 (FLY_BACKWARDS..FLY_LAND_END are already FLY_ themselves: 0)
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 354, 355,
|
||||
// 170-179
|
||||
0, 0, 0, 0, 0, 361, 362, 363, 364, 365,
|
||||
// 180-189
|
||||
366, 367, 368, 369, 370, 0, 390, 391, 392, 393,
|
||||
// 190-199
|
||||
394, 395, 396, 397, 0, 0, 399, 398, 402, 403,
|
||||
// 200-209
|
||||
404, 405, 406, 407, 408, 409, 410, 411, 412, 0,
|
||||
// 210-217
|
||||
413, 414, 415, 416, 417, 418, 419, 420,
|
||||
};
|
||||
constexpr uint32_t tableSize = sizeof(table) / sizeof(table[0]);
|
||||
if (groundId >= tableSize) return 0;
|
||||
return table[groundId];
|
||||
}
|
||||
|
||||
void validateAgainstDBC(const std::shared_ptr<wowee::pipeline::DBCFile>& dbc) {
|
||||
if (!dbc || !dbc->isLoaded()) {
|
||||
LOG_WARNING("AnimationData.dbc not available — skipping animation ID validation");
|
||||
return;
|
||||
}
|
||||
|
||||
// Collect all IDs present in the DBC (first field is the animation ID)
|
||||
std::unordered_set<uint32_t> dbcIds;
|
||||
for (uint32_t i = 0; i < dbc->getRecordCount(); ++i) {
|
||||
uint32_t id = dbc->getUInt32(i, 0);
|
||||
dbcIds.insert(id);
|
||||
}
|
||||
|
||||
// Check: constants we define that are missing from DBC
|
||||
uint32_t missingInDbc = 0;
|
||||
for (uint32_t id = 0; id < ANIM_COUNT; ++id) {
|
||||
if (dbcIds.find(id) == dbcIds.end()) {
|
||||
LOG_WARNING("Animation ID ", id, " (", nameFromId(id),
|
||||
") defined in constants but missing from AnimationData.dbc");
|
||||
++missingInDbc;
|
||||
}
|
||||
}
|
||||
|
||||
// Check: DBC IDs beyond our constant range
|
||||
uint32_t extraInDbc = 0;
|
||||
for (uint32_t dbcId : dbcIds) {
|
||||
if (dbcId >= ANIM_COUNT) {
|
||||
++extraInDbc;
|
||||
}
|
||||
}
|
||||
|
||||
LOG_INFO("AnimationData.dbc validation: ", dbc->getRecordCount(), " DBC records, ",
|
||||
ANIM_COUNT, " constants, ",
|
||||
missingInDbc, " missing from DBC, ",
|
||||
extraInDbc, " DBC-only IDs beyond constant range");
|
||||
}
|
||||
|
||||
} // namespace anim
|
||||
} // namespace rendering
|
||||
} // namespace wowee
|
||||
|
|
@ -84,7 +84,7 @@ bool Celestial::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout)
|
|||
.setVertexInput({binding}, {posAttr, uvAttr})
|
||||
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
|
||||
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
|
||||
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL) // test on, write off (sky layer)
|
||||
.setNoDepthTest() // Sky layer: celestials always render (skybox doesn't write depth)
|
||||
.setColorBlendAttachment(PipelineBuilder::blendAdditive())
|
||||
.setMultisample(vkCtx_->getMsaaSamples())
|
||||
.setLayout(pipelineLayout_)
|
||||
|
|
@ -411,6 +411,12 @@ float Celestial::calculateCelestialAngle(float timeOfDay, float riseTime, float
|
|||
|
||||
void Celestial::update(float deltaTime) {
|
||||
sunHazeTimer_ += deltaTime;
|
||||
// Keep timer in a range where GPU sin() precision is reliable (< ~10000).
|
||||
// The noise period repeats at multiples of 1.0 on each axis, so fmod by a
|
||||
// large integer preserves visual continuity.
|
||||
if (sunHazeTimer_ > 10000.0f) {
|
||||
sunHazeTimer_ = std::fmod(sunHazeTimer_, 10000.0f);
|
||||
}
|
||||
|
||||
if (!moonPhaseCycling_) {
|
||||
return;
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
#include "rendering/character_preview.hpp"
|
||||
#include "rendering/character_renderer.hpp"
|
||||
#include "rendering/animation_ids.hpp"
|
||||
#include "rendering/vk_render_target.hpp"
|
||||
#include "rendering/vk_texture.hpp"
|
||||
#include "rendering/vk_context.hpp"
|
||||
|
|
@ -584,7 +585,7 @@ bool CharacterPreview::loadCharacter(game::Race race, game::Gender gender,
|
|||
charRenderer_->setActiveGeosets(instanceId_, activeGeosets);
|
||||
|
||||
// Play idle animation (Stand = animation ID 0)
|
||||
charRenderer_->playAnimation(instanceId_, 0, true);
|
||||
charRenderer_->playAnimation(instanceId_, rendering::anim::STAND, true);
|
||||
|
||||
// Cache core appearance for later equipment geosets.
|
||||
race_ = race;
|
||||
|
|
|
|||
|
|
@ -15,6 +15,7 @@
|
|||
* the original WoW Model Viewer (charcontrol.h, REGION_FAC=2).
|
||||
*/
|
||||
#include "rendering/character_renderer.hpp"
|
||||
#include "rendering/animation_ids.hpp"
|
||||
#include "rendering/vk_context.hpp"
|
||||
#include "rendering/vk_texture.hpp"
|
||||
#include "rendering/vk_pipeline.hpp"
|
||||
|
|
@ -34,6 +35,7 @@
|
|||
#include <cmath>
|
||||
#include <filesystem>
|
||||
#include <future>
|
||||
#include <numeric>
|
||||
#include <thread>
|
||||
#include <functional>
|
||||
#include <unordered_map>
|
||||
|
|
@ -261,7 +263,8 @@ bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFram
|
|||
.setVertexInput({charBinding}, charAttrs)
|
||||
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
|
||||
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
|
||||
.setDepthTest(true, depthWrite, VK_COMPARE_OP_LESS_OR_EQUAL)
|
||||
.setDepthTest(true, depthWrite, VK_COMPARE_OP_LESS)
|
||||
.setDepthBias(0.0f, 0.0f)
|
||||
.setColorBlendAttachment(blendState)
|
||||
.setMultisample(samples);
|
||||
if (alphaToCoverage)
|
||||
|
|
@ -269,7 +272,7 @@ bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFram
|
|||
return builder
|
||||
.setLayout(pipelineLayout_)
|
||||
.setRenderPass(mainPass)
|
||||
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
|
||||
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_DEPTH_BIAS})
|
||||
.build(device, vkCtx_->getPipelineCache());
|
||||
};
|
||||
|
||||
|
|
@ -1733,9 +1736,9 @@ void CharacterRenderer::update(float deltaTime, const glm::vec3& cameraPos) {
|
|||
inst.animationTime -= static_cast<float>(seq.duration);
|
||||
}
|
||||
} else {
|
||||
// One-shot animation finished: return to Stand (0) unless dead
|
||||
if (inst.currentAnimationId != 1 /*Death*/) {
|
||||
playAnimation(pair.first, 0, true);
|
||||
// One-shot animation finished: return to Stand unless dead
|
||||
if (inst.currentAnimationId != anim::DEATH) {
|
||||
playAnimation(pair.first, anim::STAND, true);
|
||||
} else {
|
||||
// Stay on last frame of death
|
||||
inst.animationTime = static_cast<float>(seq.duration);
|
||||
|
|
@ -2380,8 +2383,24 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
|
|||
return gpuModel.data.materials[b.materialIndex].blendMode;
|
||||
return 0;
|
||||
};
|
||||
|
||||
// Sort batches by (priorityPlane, materialLayer) so equipment layers
|
||||
// render in the order the M2 format intends. priorityPlane separates
|
||||
// overlay effects; materialLayer orders coplanar body parts.
|
||||
std::vector<size_t> sortedBatchIndices(gpuModel.data.batches.size());
|
||||
std::iota(sortedBatchIndices.begin(), sortedBatchIndices.end(), 0);
|
||||
std::stable_sort(sortedBatchIndices.begin(), sortedBatchIndices.end(),
|
||||
[&](size_t a, size_t b) {
|
||||
const auto& ba = gpuModel.data.batches[a];
|
||||
const auto& bb = gpuModel.data.batches[b];
|
||||
if (ba.priorityPlane != bb.priorityPlane)
|
||||
return ba.priorityPlane < bb.priorityPlane;
|
||||
return ba.materialLayer < bb.materialLayer;
|
||||
});
|
||||
|
||||
for (int pass = 0; pass < 2; pass++) {
|
||||
for (const auto& batch : gpuModel.data.batches) {
|
||||
for (size_t bi : sortedBatchIndices) {
|
||||
const auto& batch = gpuModel.data.batches[bi];
|
||||
uint16_t bm = getBatchBlendMode(batch);
|
||||
if (pass == 0 && bm != 0) continue; // pass 0: opaque only
|
||||
if (pass == 1 && bm == 0) continue; // pass 1: non-opaque only
|
||||
|
|
@ -2599,6 +2618,10 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
|
|||
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
pipelineLayout_, 1, 1, &materialSet, 0, nullptr);
|
||||
|
||||
// Per-batch depth bias from materialLayer to separate coplanar
|
||||
// armor pieces (chest/legs/gloves) that share identical depth.
|
||||
vkCmdSetDepthBias(cmd, static_cast<float>(batch.materialLayer) * 0.5f, 0.0f, 0.0f);
|
||||
|
||||
vkCmdDrawIndexed(cmd, batch.indexCount, 1, batch.indexStart, 0, 0);
|
||||
}
|
||||
} // end pass loop
|
||||
|
|
@ -3030,8 +3053,8 @@ void CharacterRenderer::moveInstanceTo(uint32_t instanceId, const glm::vec3& des
|
|||
// Stop at current location.
|
||||
inst.position = destination;
|
||||
inst.isMoving = false;
|
||||
if (inst.currentAnimationId == 4 || inst.currentAnimationId == 5) {
|
||||
playAnimation(instanceId, 0, true);
|
||||
if (inst.currentAnimationId == anim::WALK || inst.currentAnimationId == anim::RUN) {
|
||||
playAnimation(instanceId, anim::STAND, true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
|
@ -3509,7 +3532,8 @@ void CharacterRenderer::recreatePipelines() {
|
|||
.setVertexInput({charBinding}, charAttrs)
|
||||
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
|
||||
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
|
||||
.setDepthTest(true, depthWrite, VK_COMPARE_OP_LESS_OR_EQUAL)
|
||||
.setDepthTest(true, depthWrite, VK_COMPARE_OP_LESS)
|
||||
.setDepthBias(0.0f, 0.0f)
|
||||
.setColorBlendAttachment(blendState)
|
||||
.setMultisample(samples);
|
||||
if (alphaToCoverage)
|
||||
|
|
@ -3517,7 +3541,7 @@ void CharacterRenderer::recreatePipelines() {
|
|||
return builder
|
||||
.setLayout(pipelineLayout_)
|
||||
.setRenderPass(mainPass)
|
||||
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR})
|
||||
.setDynamicStates({VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_DEPTH_BIAS})
|
||||
.build(device, vkCtx_->getPipelineCache());
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -4212,6 +4212,37 @@ void M2Renderer::setInstanceAnimationFrozen(uint32_t instanceId, bool frozen) {
|
|||
}
|
||||
}
|
||||
|
||||
void M2Renderer::setInstanceAnimation(uint32_t instanceId, uint32_t animationId, bool loop) {
|
||||
auto idxIt = instanceIndexById.find(instanceId);
|
||||
if (idxIt == instanceIndexById.end()) return;
|
||||
auto& inst = instances[idxIt->second];
|
||||
if (!inst.cachedModel) return;
|
||||
const auto& seqs = inst.cachedModel->sequences;
|
||||
// Find the first sequence matching the requested animation ID
|
||||
for (int i = 0; i < static_cast<int>(seqs.size()); ++i) {
|
||||
if (seqs[i].id == animationId) {
|
||||
inst.currentSequenceIndex = i;
|
||||
inst.animDuration = static_cast<float>(seqs[i].duration);
|
||||
inst.animTime = 0.0f;
|
||||
inst.animSpeed = 1.0f;
|
||||
// Use playingVariation=true for one-shot (returns to idle when done)
|
||||
inst.playingVariation = !loop;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool M2Renderer::hasAnimation(uint32_t instanceId, uint32_t animationId) const {
|
||||
auto idxIt = instanceIndexById.find(instanceId);
|
||||
if (idxIt == instanceIndexById.end()) return false;
|
||||
const auto& inst = instances[idxIt->second];
|
||||
if (!inst.cachedModel) return false;
|
||||
for (const auto& seq : inst.cachedModel->sequences) {
|
||||
if (seq.id == animationId) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
float M2Renderer::getInstanceAnimDuration(uint32_t instanceId) const {
|
||||
auto idxIt = instanceIndexById.find(instanceId);
|
||||
if (idxIt == instanceIndexById.end()) return 0.0f;
|
||||
|
|
|
|||
|
|
@ -250,13 +250,13 @@ bool Renderer::createPerFrameResources() {
|
|||
// --- Create descriptor pool for UBO + image sampler (normal frames + reflection) ---
|
||||
VkDescriptorPoolSize poolSizes[2]{};
|
||||
poolSizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
||||
poolSizes[0].descriptorCount = MAX_FRAMES + 1; // +1 for reflection perFrame UBO
|
||||
poolSizes[0].descriptorCount = MAX_FRAMES * 2; // normal frames + reflection frames
|
||||
poolSizes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
poolSizes[1].descriptorCount = MAX_FRAMES + 1;
|
||||
poolSizes[1].descriptorCount = MAX_FRAMES * 2;
|
||||
|
||||
VkDescriptorPoolCreateInfo poolInfo{};
|
||||
poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||
poolInfo.maxSets = MAX_FRAMES + 1; // +1 for reflection descriptor set
|
||||
poolInfo.maxSets = MAX_FRAMES * 2; // normal frames + reflection frames
|
||||
poolInfo.poolSizeCount = 2;
|
||||
poolInfo.pPoolSizes = poolSizes;
|
||||
|
||||
|
|
@ -344,42 +344,48 @@ bool Renderer::createPerFrameResources() {
|
|||
}
|
||||
reflPerFrameUBOMapped = mapInfo.pMappedData;
|
||||
|
||||
VkDescriptorSetLayout layouts[MAX_FRAMES];
|
||||
for (uint32_t i = 0; i < MAX_FRAMES; i++) layouts[i] = perFrameSetLayout;
|
||||
|
||||
VkDescriptorSetAllocateInfo setAlloc{};
|
||||
setAlloc.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
|
||||
setAlloc.descriptorPool = sceneDescriptorPool;
|
||||
setAlloc.descriptorSetCount = 1;
|
||||
setAlloc.pSetLayouts = &perFrameSetLayout;
|
||||
setAlloc.descriptorSetCount = MAX_FRAMES;
|
||||
setAlloc.pSetLayouts = layouts;
|
||||
|
||||
if (vkAllocateDescriptorSets(device, &setAlloc, &reflPerFrameDescSet) != VK_SUCCESS) {
|
||||
LOG_ERROR("Failed to allocate reflection per-frame descriptor set");
|
||||
if (vkAllocateDescriptorSets(device, &setAlloc, reflPerFrameDescSet) != VK_SUCCESS) {
|
||||
LOG_ERROR("Failed to allocate reflection per-frame descriptor sets");
|
||||
return false;
|
||||
}
|
||||
|
||||
VkDescriptorBufferInfo descBuf{};
|
||||
descBuf.buffer = reflPerFrameUBO;
|
||||
descBuf.offset = 0;
|
||||
descBuf.range = sizeof(GPUPerFrameData);
|
||||
// Bind each reflection descriptor to the same UBO but its own frame's shadow view
|
||||
for (uint32_t i = 0; i < MAX_FRAMES; i++) {
|
||||
VkDescriptorBufferInfo descBuf{};
|
||||
descBuf.buffer = reflPerFrameUBO;
|
||||
descBuf.offset = 0;
|
||||
descBuf.range = sizeof(GPUPerFrameData);
|
||||
|
||||
VkDescriptorImageInfo shadowImgInfo{};
|
||||
shadowImgInfo.sampler = shadowSampler;
|
||||
shadowImgInfo.imageView = shadowDepthView[0]; // reflection uses frame 0 shadow view
|
||||
shadowImgInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
VkDescriptorImageInfo shadowImgInfo{};
|
||||
shadowImgInfo.sampler = shadowSampler;
|
||||
shadowImgInfo.imageView = shadowDepthView[i];
|
||||
shadowImgInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
|
||||
VkWriteDescriptorSet writes[2]{};
|
||||
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
writes[0].dstSet = reflPerFrameDescSet;
|
||||
writes[0].dstBinding = 0;
|
||||
writes[0].descriptorCount = 1;
|
||||
writes[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
||||
writes[0].pBufferInfo = &descBuf;
|
||||
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
writes[1].dstSet = reflPerFrameDescSet;
|
||||
writes[1].dstBinding = 1;
|
||||
writes[1].descriptorCount = 1;
|
||||
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
writes[1].pImageInfo = &shadowImgInfo;
|
||||
VkWriteDescriptorSet writes[2]{};
|
||||
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
writes[0].dstSet = reflPerFrameDescSet[i];
|
||||
writes[0].dstBinding = 0;
|
||||
writes[0].descriptorCount = 1;
|
||||
writes[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
||||
writes[0].pBufferInfo = &descBuf;
|
||||
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
writes[1].dstSet = reflPerFrameDescSet[i];
|
||||
writes[1].dstBinding = 1;
|
||||
writes[1].descriptorCount = 1;
|
||||
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
writes[1].pImageInfo = &shadowImgInfo;
|
||||
|
||||
vkUpdateDescriptorSets(device, 2, writes, 0, nullptr);
|
||||
vkUpdateDescriptorSets(device, 2, writes, 0, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
LOG_INFO("Per-frame Vulkan resources created (shadow map ", SHADOW_MAP_SIZE, "x", SHADOW_MAP_SIZE, ")");
|
||||
|
|
@ -460,7 +466,7 @@ void Renderer::updatePerFrameUBO() {
|
|||
|
||||
currentFrameData.lightSpaceMatrix = lightSpaceMatrix;
|
||||
// Scale shadow bias proportionally to ortho extent to avoid acne at close range / gaps at far range
|
||||
float shadowBias = 0.8f * (shadowDistance_ / 300.0f);
|
||||
float shadowBias = glm::clamp(0.8f * (shadowDistance_ / 300.0f), 0.0f, 1.0f);
|
||||
currentFrameData.shadowParams = glm::vec4(shadowsEnabled ? 1.0f : 0.0f, shadowBias, 0.0f, 0.0f);
|
||||
|
||||
// Player water ripple data: pack player XY into shadowParams.zw, ripple strength into fogParams.w
|
||||
|
|
@ -566,7 +572,7 @@ bool Renderer::initialize(core::Window* win) {
|
|||
postProcessPipeline_ = std::make_unique<PostProcessPipeline>();
|
||||
postProcessPipeline_->initialize(vkCtx);
|
||||
|
||||
// Phase 2.5: Create render graph and register virtual resources
|
||||
// Create render graph and register virtual resources
|
||||
renderGraph_ = std::make_unique<RenderGraph>();
|
||||
renderGraph_->registerResource("shadow_depth");
|
||||
renderGraph_->registerResource("reflection_texture");
|
||||
|
|
@ -687,7 +693,7 @@ void Renderer::shutdown() {
|
|||
postProcessPipeline_.reset();
|
||||
}
|
||||
|
||||
// Phase 2.5: Destroy render graph
|
||||
// Destroy render graph
|
||||
renderGraph_.reset();
|
||||
|
||||
destroyPerFrameResources();
|
||||
|
|
@ -1018,8 +1024,26 @@ void Renderer::setInCombat(bool combat) {
|
|||
if (animationController_) animationController_->setInCombat(combat);
|
||||
}
|
||||
|
||||
void Renderer::setEquippedWeaponType(uint32_t inventoryType) {
|
||||
if (animationController_) animationController_->setEquippedWeaponType(inventoryType);
|
||||
void Renderer::setEquippedWeaponType(uint32_t inventoryType, bool is2HLoose, bool isFist,
|
||||
bool isDagger, bool hasOffHand, bool hasShield) {
|
||||
if (animationController_) animationController_->setEquippedWeaponType(inventoryType, is2HLoose, isFist, isDagger, hasOffHand, hasShield);
|
||||
}
|
||||
|
||||
void Renderer::triggerSpecialAttack(uint32_t spellId) {
|
||||
if (animationController_) animationController_->triggerSpecialAttack(spellId);
|
||||
}
|
||||
|
||||
void Renderer::setEquippedRangedType(RangedWeaponType type) {
|
||||
if (animationController_) animationController_->setEquippedRangedType(type);
|
||||
}
|
||||
|
||||
void Renderer::triggerRangedShot() {
|
||||
if (animationController_) animationController_->triggerRangedShot();
|
||||
}
|
||||
|
||||
RangedWeaponType Renderer::getEquippedRangedType() const {
|
||||
return animationController_ ? animationController_->getEquippedRangedType()
|
||||
: RangedWeaponType::NONE;
|
||||
}
|
||||
|
||||
void Renderer::setCharging(bool c) {
|
||||
|
|
@ -2797,8 +2821,8 @@ glm::mat4 Renderer::computeLightSpaceMatrix() {
|
|||
sunDir = -sunDir;
|
||||
}
|
||||
// Keep a minimum downward component so the frustum doesn't collapse at grazing angles.
|
||||
if (sunDir.z > -0.08f) {
|
||||
sunDir.z = -0.08f;
|
||||
if (sunDir.z > -0.15f) {
|
||||
sunDir.z = -0.15f;
|
||||
sunDir = glm::normalize(sunDir);
|
||||
}
|
||||
|
||||
|
|
@ -2986,6 +3010,11 @@ void Renderer::renderReflectionPass() {
|
|||
if (!waterRenderer || !camera || !waterRenderer->hasReflectionPass() || !waterRenderer->hasSurfaces()) return;
|
||||
if (currentCmd == VK_NULL_HANDLE || !reflPerFrameUBOMapped) return;
|
||||
|
||||
// Select the current frame's pre-bound reflection descriptor set
|
||||
// (each frame's set was bound to its own shadow depth view at init).
|
||||
uint32_t frame = vkCtx->getCurrentFrame();
|
||||
VkDescriptorSet reflDescSet = reflPerFrameDescSet[frame];
|
||||
|
||||
// Reflection pass uses 1x MSAA. Scene pipelines must be render-pass-compatible,
|
||||
// which requires matching sample counts. Only render scene into reflection when MSAA is off.
|
||||
bool canRenderScene = (vkCtx->getMsaaSamples() == VK_SAMPLE_COUNT_1_BIT);
|
||||
|
|
@ -3040,13 +3069,13 @@ void Renderer::renderReflectionPass() {
|
|||
skyParams.horizonGlow = lp.horizonGlow;
|
||||
}
|
||||
// weatherIntensity left at default 0 for reflection pass (no game handler in scope)
|
||||
skySystem->render(currentCmd, reflPerFrameDescSet, *camera, skyParams);
|
||||
skySystem->render(currentCmd, reflDescSet, *camera, skyParams);
|
||||
}
|
||||
if (terrainRenderer && terrainEnabled) {
|
||||
terrainRenderer->render(currentCmd, reflPerFrameDescSet, *camera);
|
||||
terrainRenderer->render(currentCmd, reflDescSet, *camera);
|
||||
}
|
||||
if (wmoRenderer) {
|
||||
wmoRenderer->render(currentCmd, reflPerFrameDescSet, *camera);
|
||||
wmoRenderer->render(currentCmd, reflDescSet, *camera);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -3139,7 +3168,7 @@ void Renderer::renderShadowPass() {
|
|||
shadowDepthLayout_[frame] = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
}
|
||||
|
||||
// Phase 2.5: Build the per-frame render graph for off-screen pre-passes.
|
||||
// Build the per-frame render graph for off-screen pre-passes.
|
||||
// Declares passes as graph nodes with input/output dependencies.
|
||||
// compile() performs topological sort; execute() runs them with auto barriers.
|
||||
void Renderer::buildFrameGraph(game::GameHandler* gameHandler) {
|
||||
|
|
|
|||
|
|
@ -193,7 +193,7 @@ bool TerrainRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameL
|
|||
envSizeMBOrDefault("WOWEE_TERRAIN_TEX_CACHE_MB", 4096) * 1024ull * 1024ull;
|
||||
LOG_INFO("Terrain texture cache budget: ", textureCacheBudgetBytes_ / (1024 * 1024), " MB");
|
||||
|
||||
// Phase 2.2: Allocate mega vertex/index buffers and indirect draw buffer.
|
||||
// Allocate mega vertex/index buffers and indirect draw buffer.
|
||||
// All terrain chunks share these buffers, eliminating per-chunk VB/IB rebinds.
|
||||
{
|
||||
VmaAllocator allocator = vkCtx->getAllocator();
|
||||
|
|
@ -375,7 +375,7 @@ void TerrainRenderer::shutdown() {
|
|||
if (shadowParamsLayout_) { vkDestroyDescriptorSetLayout(device, shadowParamsLayout_, nullptr); shadowParamsLayout_ = VK_NULL_HANDLE; }
|
||||
if (shadowParamsUBO_) { vmaDestroyBuffer(allocator, shadowParamsUBO_, shadowParamsAlloc_); shadowParamsUBO_ = VK_NULL_HANDLE; shadowParamsAlloc_ = VK_NULL_HANDLE; }
|
||||
|
||||
// Phase 2.2: Destroy mega buffers and indirect draw buffer
|
||||
// Destroy mega buffers and indirect draw buffer
|
||||
if (megaVB_) { vmaDestroyBuffer(allocator, megaVB_, megaVBAlloc_); megaVB_ = VK_NULL_HANDLE; megaVBAlloc_ = VK_NULL_HANDLE; megaVBMapped_ = nullptr; }
|
||||
if (megaIB_) { vmaDestroyBuffer(allocator, megaIB_, megaIBAlloc_); megaIB_ = VK_NULL_HANDLE; megaIBAlloc_ = VK_NULL_HANDLE; megaIBMapped_ = nullptr; }
|
||||
if (indirectBuffer_) { vmaDestroyBuffer(allocator, indirectBuffer_, indirectAlloc_); indirectBuffer_ = VK_NULL_HANDLE; indirectAlloc_ = VK_NULL_HANDLE; indirectMapped_ = nullptr; }
|
||||
|
|
@ -622,7 +622,7 @@ TerrainChunkGPU TerrainRenderer::uploadChunk(const pipeline::ChunkMesh& chunk) {
|
|||
gpuChunk.indexBuffer = ib.buffer;
|
||||
gpuChunk.indexAlloc = ib.allocation;
|
||||
|
||||
// Phase 2.2: Also copy into mega buffers for indirect drawing
|
||||
// Also copy into mega buffers for indirect drawing
|
||||
uint32_t vertCount = static_cast<uint32_t>(chunk.vertices.size());
|
||||
uint32_t idxCount = static_cast<uint32_t>(chunk.indices.size());
|
||||
if (megaVBMapped_ && megaIBMapped_ &&
|
||||
|
|
@ -880,7 +880,7 @@ void TerrainRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, c
|
|||
renderedChunks = 0;
|
||||
culledChunks = 0;
|
||||
|
||||
// Phase 2.2: Use mega VB + IB when available.
|
||||
// Use mega VB + IB when available.
|
||||
// Bind mega buffers once, then use direct draws with base vertex/index offsets.
|
||||
const bool useMegaBuffers = (megaVB_ && megaIB_);
|
||||
if (useMegaBuffers) {
|
||||
|
|
@ -1092,7 +1092,7 @@ void TerrainRenderer::renderShadow(VkCommandBuffer cmd, const glm::mat4& lightSp
|
|||
vkCmdPushConstants(cmd, shadowPipelineLayout_, VK_SHADER_STAGE_VERTEX_BIT,
|
||||
0, 128, &push);
|
||||
|
||||
// Phase 2.2: Bind mega buffers once for shadow pass (same as opaque)
|
||||
// Bind mega buffers once for shadow pass (same as opaque)
|
||||
const bool useMegaShadow = (megaVB_ && megaIB_);
|
||||
if (useMegaShadow) {
|
||||
VkDeviceSize megaOffset = 0;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue