Fix voice gender using server data and update loading screen UI

- Use authoritative playerRace/playerGender at spawn for voice profiles
  instead of unreliable model name parsing
- Support nonbinary gender with useFemaleModel body type fallback
- Move voice setup into spawnPlayerCharacter() for all spawn paths
- Remove legacy single-player default Human Male clip preloading
- Make loading screen text black and move progress bar to top
This commit is contained in:
Kelsi 2026-02-23 06:22:30 -08:00
parent efc7e65dfc
commit f2f6ffd2cd
5 changed files with 58 additions and 15 deletions

View file

@ -2545,6 +2545,32 @@ void Application::spawnPlayerCharacter() {
static_cast<int>(spawnPos.z), ")");
playerCharacterSpawned = true;
// Set voice profile to match character race/gender
if (auto* asm_ = renderer->getActivitySoundManager()) {
const char* raceFolder = "Human";
const char* raceBase = "Human";
switch (playerRace_) {
case game::Race::HUMAN: raceFolder = "Human"; raceBase = "Human"; break;
case game::Race::ORC: raceFolder = "Orc"; raceBase = "Orc"; break;
case game::Race::DWARF: raceFolder = "Dwarf"; raceBase = "Dwarf"; break;
case game::Race::NIGHT_ELF: raceFolder = "NightElf"; raceBase = "NightElf"; break;
case game::Race::UNDEAD: raceFolder = "Scourge"; raceBase = "Scourge"; break;
case game::Race::TAUREN: raceFolder = "Tauren"; raceBase = "Tauren"; break;
case game::Race::GNOME: raceFolder = "Gnome"; raceBase = "Gnome"; break;
case game::Race::TROLL: raceFolder = "Troll"; raceBase = "Troll"; break;
case game::Race::BLOOD_ELF: raceFolder = "BloodElf"; raceBase = "BloodElf"; break;
case game::Race::DRAENEI: raceFolder = "Draenei"; raceBase = "Draenei"; break;
default: break;
}
bool useFemaleVoice = (playerGender_ == game::Gender::FEMALE);
if (playerGender_ == game::Gender::NONBINARY && gameHandler) {
if (const game::Character* ch = gameHandler->getActiveCharacter()) {
useFemaleVoice = ch->useFemaleModel;
}
}
asm_->setCharacterVoiceProfile(std::string(raceFolder), std::string(raceBase), !useFemaleVoice);
}
// Track which character's appearance this instance represents so we can
// respawn if the user logs into a different character without restarting.
spawnedPlayerGuid_ = gameHandler ? gameHandler->getActiveCharacterGuid() : 0;