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Fix character geoset mapping and texture corruption on equipment change
Corrected CharGeosets group assignments verified via vertex bounding boxes: - Group 4 (401+) = gloves/forearms, Group 5 (501+) = boots/shins, Group 8 (801+) = sleeves (chest-controlled), Group 9 = kneepads, Group 13 (1301+) = pants/trousers, Group 20 (2002) = bare feet - Changed bare shin default from 501 to 502 for better width match with thigh mesh (0.39 vs 0.32, thighs are 0.42) - Added clearCompositeCache() to prevent stale composite textures from being reused across equipment changes - Fixed character preview geoset defaults to match corrected mapping
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parent
8a468e9533
commit
ed6b305158
10 changed files with 424 additions and 169 deletions
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@ -3347,7 +3347,9 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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}
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// Trigger creature spawn callback for units/players with displayId
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if ((block.objectType == ObjectType::UNIT || block.objectType == ObjectType::PLAYER) && unit->getDisplayId() != 0) {
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if (block.objectType == ObjectType::PLAYER && block.guid != playerGuid) {
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if (block.objectType == ObjectType::PLAYER && block.guid == playerGuid) {
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// Skip local player — spawned separately via spawnPlayerCharacter()
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} else if (block.objectType == ObjectType::PLAYER) {
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if (playerSpawnCallback_) {
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uint8_t race = 0, gender = 0, facial = 0;
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uint32_t appearanceBytes = 0;
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@ -3725,7 +3727,9 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
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displayIdChanged &&
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unit->getDisplayId() != 0 &&
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unit->getDisplayId() != oldDisplayId) {
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if (entity->getType() == ObjectType::PLAYER && block.guid != playerGuid) {
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if (entity->getType() == ObjectType::PLAYER && block.guid == playerGuid) {
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// Skip local player — spawned separately
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} else if (entity->getType() == ObjectType::PLAYER) {
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if (playerSpawnCallback_) {
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uint8_t race = 0, gender = 0, facial = 0;
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uint32_t appearanceBytes = 0;
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