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https://github.com/Kelsidavis/WoWee.git
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fix: tolower/toupper UB on signed char at 10 remaining call sites
Final sweep across mpq_manager, application, auth_screen, wmo_renderer, character_renderer, and terrain_manager. All now use the unsigned char cast pattern. No remaining bare ::tolower/::toupper or std::tolower(c) calls on signed char in the codebase.
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34e384e1b2
commit
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6 changed files with 13 additions and 11 deletions
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@ -5606,7 +5606,7 @@ void Application::buildCreatureDisplayLookups() {
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// Resolve gryphon/wyvern display IDs by exact model path so taxi mounts have textures.
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auto toLower = [](std::string s) {
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for (char& c : s) c = static_cast<char>(::tolower(c));
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for (char& c : s) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
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return s;
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};
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auto normalizePath = [&](const std::string& p) {
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@ -8251,7 +8251,7 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t
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if (basePath.size() > 4) {
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extension = basePath.substr(basePath.size() - 4);
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std::string extLower = extension;
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for (char& c : extLower) c = static_cast<char>(std::tolower(c));
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for (char& c : extLower) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
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if (extLower == ".wmo") {
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basePath = basePath.substr(0, basePath.size() - 4);
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}
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@ -8423,7 +8423,8 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t
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// Freeze animation for static gameobjects, but let portals/effects/transports animate
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bool isTransportGO = gameHandler && gameHandler->isTransportGuid(guid);
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std::string lowerPath = modelPath;
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std::transform(lowerPath.begin(), lowerPath.end(), lowerPath.begin(), ::tolower);
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std::transform(lowerPath.begin(), lowerPath.end(), lowerPath.begin(),
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[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
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bool isAnimatedEffect = (lowerPath.find("instanceportal") != std::string::npos ||
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lowerPath.find("instancenewportal") != std::string::npos ||
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lowerPath.find("portalfx") != std::string::npos ||
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