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Fix spline parsing, hair texture, and popup window positioning
Restore unconditional verticalAccel/effectStartTime reads in spline parser with pointCount safety cap at 256. Load player hair texture from CharSections.dbc instead of hardcoded path, and restrict render fallback to not apply skin composite to hair batches. Change loot/gossip/vendor windows to re-center on each open via ImGuiCond_Appearing.
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4 changed files with 65 additions and 16 deletions
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@ -714,16 +714,16 @@ bool UpdateObjectParser::parseMovementBlock(network::Packet& packet, UpdateBlock
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// Spline data
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if (moveFlags & 0x08000000) { // MOVEMENTFLAG_SPLINE_ENABLED
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// Skip spline data for now - complex structure
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uint32_t splineFlags = packet.readUInt32();
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LOG_DEBUG(" Spline: flags=0x", std::hex, splineFlags, std::dec);
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if (splineFlags & 0x00010000) { // has final point
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if (splineFlags & 0x00010000) { // SPLINEFLAG_FINAL_POINT
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/*float finalX =*/ packet.readFloat();
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/*float finalY =*/ packet.readFloat();
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/*float finalZ =*/ packet.readFloat();
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} else if (splineFlags & 0x00020000) { // has final target
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} else if (splineFlags & 0x00020000) { // SPLINEFLAG_FINAL_TARGET
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/*uint64_t finalTarget =*/ packet.readUInt64();
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} else if (splineFlags & 0x00040000) { // has final angle
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} else if (splineFlags & 0x00040000) { // SPLINEFLAG_FINAL_ANGLE
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/*float finalAngle =*/ packet.readFloat();
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}
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@ -735,10 +735,16 @@ bool UpdateObjectParser::parseMovementBlock(network::Packet& packet, UpdateBlock
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/*float durationModNext =*/ packet.readFloat();
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/*float verticalAccel =*/ packet.readFloat();
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/*uint32_t effectStartTime =*/ packet.readUInt32();
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uint32_t pointCount = packet.readUInt32();
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if (pointCount > 256) {
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LOG_WARNING(" Spline pointCount=", pointCount, " exceeds maximum, capping at 0 (readPos=",
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packet.getReadPos(), "/", packet.getSize(), ")");
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pointCount = 0;
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} else {
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LOG_DEBUG(" Spline pointCount=", pointCount);
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}
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for (uint32_t i = 0; i < pointCount; i++) {
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/*float px =*/ packet.readFloat();
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/*float py =*/ packet.readFloat();
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