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Fix Deeprun Tram: visual movement, direction, and player riding
- Fix NULL renderer pointers by moving TransportManager connection after initializeRenderers for WMO-only maps - Fix tram direction by negating DBC TransportAnimation X/Y local offsets before serverToCanonical conversion - Implement client-side M2 transport boarding via proximity detection (server doesn't send transport attachment for trams) - Use position-delta approach: player keeps normal movement while transport's frame-to-frame motion is applied on top - Prevent server movement packets from clearing client-side M2 transport state (isClientM2Transport guard) - Fix getPlayerWorldPosition for M2 transports: simple canonical addition instead of render-space matrix multiplication
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5 changed files with 233 additions and 70 deletions
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@ -658,6 +658,9 @@ public:
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playerTransportStickyTimer_ = 8.0f;
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movementInfo.transportGuid = transportGuid;
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}
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void setPlayerTransportOffset(const glm::vec3& offset) {
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playerTransportOffset_ = offset;
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}
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void clearPlayerTransport() {
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if (playerTransportGuid_ != 0) {
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playerTransportStickyGuid_ = playerTransportGuid_;
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