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feat: add [indoors]/[outdoors] macro conditionals via WMO detection
Add indoor/outdoor state macro conditionals using the renderer's WMO interior detection. Essential for mount macros that need to select ground mounts indoors vs flying mounts outdoors. The Renderer now caches the insideWmo state in playerIndoors_ and exposes it via isPlayerIndoors(). Updated /macrohelp to list the new conditionals.
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3 changed files with 15 additions and 1 deletions
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@ -139,6 +139,7 @@ public:
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QuestMarkerRenderer* getQuestMarkerRenderer() const { return questMarkerRenderer.get(); }
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SkySystem* getSkySystem() const { return skySystem.get(); }
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const std::string& getCurrentZoneName() const { return currentZoneName; }
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bool isPlayerIndoors() const { return playerIndoors_; }
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VkContext* getVkContext() const { return vkCtx; }
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VkDescriptorSetLayout getPerFrameSetLayout() const { return perFrameSetLayout; }
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VkRenderPass getShadowRenderPass() const { return shadowRenderPass; }
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@ -356,6 +357,7 @@ private:
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std::string currentZoneName;
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bool inTavern_ = false;
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bool inBlacksmith_ = false;
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bool playerIndoors_ = false; // Cached WMO inside state for macro conditionals
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float musicSwitchCooldown_ = 0.0f;
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bool deferredWorldInitEnabled_ = true;
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bool deferredWorldInitPending_ = false;
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