Kelsidavis-WoWee/src/core/appearance_composer.cpp
Kelsi 01fecbf3e0
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fix(parsing): correct UPDATE_OBJECT PackedGuid, cape textures, and missing asset guards
- Fix MOVEMENT update type to use readPackedGuid() instead of readUInt64() (WotLK 3.3.5a)
- Add desync diagnostic logging to UPDATE_OBJECT parser for future debugging
- Register MSG_MOVE_SET_COLLISION_HGT (0x518) as skip handler
- Fix cape texture lookup to only try .blp extension variants (4 files)
- Add fileExists() guards for underwear textures referencing missing BLP files (4 files)
- Add spell visual impact→cast M2 path fallback
- Skip WMO doodad instance creation when model load fails
- Demote spell caster position warning to debug level
2026-04-14 06:06:50 -07:00

548 lines
24 KiB
C++

#include "core/appearance_composer.hpp"
#include "core/entity_spawner.hpp"
#include "core/logger.hpp"
#include "rendering/renderer.hpp"
#include "rendering/character_renderer.hpp"
#include "pipeline/asset_manager.hpp"
#include "pipeline/m2_loader.hpp"
#include "pipeline/dbc_loader.hpp"
#include "pipeline/dbc_layout.hpp"
#include "game/game_handler.hpp"
namespace wowee {
namespace core {
AppearanceComposer::AppearanceComposer(rendering::Renderer* renderer,
pipeline::AssetManager* assetManager,
game::GameHandler* gameHandler,
pipeline::DBCLayout* dbcLayout,
EntitySpawner* entitySpawner)
: renderer_(renderer)
, assetManager_(assetManager)
, gameHandler_(gameHandler)
, dbcLayout_(dbcLayout)
, entitySpawner_(entitySpawner)
{
}
std::string AppearanceComposer::getPlayerModelPath(game::Race race, game::Gender gender) const {
return game::getPlayerModelPath(race, gender);
}
PlayerTextureInfo AppearanceComposer::resolvePlayerTextures(pipeline::M2Model& model,
game::Race race, game::Gender gender,
uint32_t appearanceBytes) {
PlayerTextureInfo result;
uint32_t targetRaceId = static_cast<uint32_t>(race);
uint32_t targetSexId = (gender == game::Gender::FEMALE) ? 1u : 0u;
// Race name for fallback texture paths
const char* raceFolderName = "Human";
switch (race) {
case game::Race::HUMAN: raceFolderName = "Human"; break;
case game::Race::ORC: raceFolderName = "Orc"; break;
case game::Race::DWARF: raceFolderName = "Dwarf"; break;
case game::Race::NIGHT_ELF: raceFolderName = "NightElf"; break;
case game::Race::UNDEAD: raceFolderName = "Scourge"; break;
case game::Race::TAUREN: raceFolderName = "Tauren"; break;
case game::Race::GNOME: raceFolderName = "Gnome"; break;
case game::Race::TROLL: raceFolderName = "Troll"; break;
case game::Race::BLOOD_ELF: raceFolderName = "BloodElf"; break;
case game::Race::DRAENEI: raceFolderName = "Draenei"; break;
default: break;
}
const char* genderFolder = (gender == game::Gender::FEMALE) ? "Female" : "Male";
std::string raceGender = std::string(raceFolderName) + genderFolder;
result.bodySkinPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "Skin00_00.blp";
std::string pelvisPath = std::string("Character\\") + raceFolderName + "\\" + genderFolder + "\\" + raceGender + "NakedPelvisSkin00_00.blp";
// Extract appearance bytes for texture lookups
uint8_t charSkinId = appearanceBytes & 0xFF;
uint8_t charFaceId = (appearanceBytes >> 8) & 0xFF;
uint8_t charHairStyleId = (appearanceBytes >> 16) & 0xFF;
uint8_t charHairColorId = (appearanceBytes >> 24) & 0xFF;
LOG_INFO("Appearance: skin=", static_cast<int>(charSkinId), " face=", static_cast<int>(charFaceId),
" hairStyle=", static_cast<int>(charHairStyleId), " hairColor=", static_cast<int>(charHairColorId));
// Parse CharSections.dbc for skin/face/hair/underwear texture paths
auto charSectionsDbc = assetManager_->loadDBC("CharSections.dbc");
if (charSectionsDbc) {
LOG_INFO("CharSections.dbc loaded: ", charSectionsDbc->getRecordCount(), " records");
const auto* csL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("CharSections") : nullptr;
auto csF = pipeline::detectCharSectionsFields(charSectionsDbc.get(), csL);
bool foundSkin = false;
bool foundUnderwear = false;
bool foundFaceLower = false;
bool foundHair = false;
for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) {
uint32_t raceId = charSectionsDbc->getUInt32(r, csF.raceId);
uint32_t sexId = charSectionsDbc->getUInt32(r, csF.sexId);
uint32_t baseSection = charSectionsDbc->getUInt32(r, csF.baseSection);
uint32_t variationIndex = charSectionsDbc->getUInt32(r, csF.variationIndex);
uint32_t colorIndex = charSectionsDbc->getUInt32(r, csF.colorIndex);
if (raceId != targetRaceId || sexId != targetSexId) continue;
// Section 0 = skin: match by colorIndex = skin byte
if (baseSection == 0 && !foundSkin && colorIndex == charSkinId) {
std::string tex1 = charSectionsDbc->getString(r, csF.texture1);
if (!tex1.empty()) {
result.bodySkinPath = tex1;
foundSkin = true;
LOG_INFO(" DBC body skin: ", result.bodySkinPath, " (skin=", static_cast<int>(charSkinId), ")");
}
}
// Section 3 = hair: match variation=hairStyle, color=hairColor
else if (baseSection == 3 && !foundHair &&
variationIndex == charHairStyleId && colorIndex == charHairColorId) {
result.hairTexturePath = charSectionsDbc->getString(r, csF.texture1);
if (!result.hairTexturePath.empty()) {
foundHair = true;
LOG_INFO(" DBC hair texture: ", result.hairTexturePath,
" (style=", static_cast<int>(charHairStyleId), " color=", static_cast<int>(charHairColorId), ")");
}
}
// Section 1 = face: match variation=faceId, colorIndex=skinId
// Texture1 = face lower, Texture2 = face upper
else if (baseSection == 1 && !foundFaceLower &&
variationIndex == charFaceId && colorIndex == charSkinId) {
std::string tex1 = charSectionsDbc->getString(r, csF.texture1);
std::string tex2 = charSectionsDbc->getString(r, csF.texture2);
if (!tex1.empty()) {
result.faceLowerPath = tex1;
LOG_INFO(" DBC face lower: ", result.faceLowerPath);
}
if (!tex2.empty()) {
result.faceUpperPath = tex2;
LOG_INFO(" DBC face upper: ", result.faceUpperPath);
}
foundFaceLower = true;
}
// Section 4 = underwear
else if (baseSection == 4 && !foundUnderwear && colorIndex == charSkinId) {
for (uint32_t f = csF.texture1; f <= csF.texture1 + 2; f++) {
std::string tex = charSectionsDbc->getString(r, f);
if (!tex.empty() && assetManager_->fileExists(tex)) {
result.underwearPaths.push_back(tex);
LOG_INFO(" DBC underwear texture: ", tex);
}
}
foundUnderwear = !result.underwearPaths.empty();
}
if (foundSkin && foundHair && foundFaceLower && foundUnderwear) break;
}
if (!foundHair) {
LOG_WARNING("No DBC hair match for style=", static_cast<int>(charHairStyleId),
" color=", static_cast<int>(charHairColorId),
" race=", targetRaceId, " sex=", targetSexId);
}
} else {
LOG_WARNING("Failed to load CharSections.dbc, using hardcoded textures");
}
// Fill model texture slots with resolved paths
for (auto& tex : model.textures) {
if (tex.type == 1 && tex.filename.empty()) {
tex.filename = result.bodySkinPath;
} else if (tex.type == 6) {
if (!result.hairTexturePath.empty()) {
tex.filename = result.hairTexturePath;
} else if (tex.filename.empty()) {
tex.filename = std::string("Character\\") + raceFolderName + "\\Hair00_00.blp";
}
} else if (tex.type == 8 && tex.filename.empty()) {
if (!result.underwearPaths.empty()) {
tex.filename = result.underwearPaths[0];
} else {
tex.filename = pelvisPath;
}
}
}
return result;
}
void AppearanceComposer::compositePlayerSkin(uint32_t modelSlotId, const PlayerTextureInfo& texInfo) {
if (!renderer_) return;
auto* charRenderer = renderer_->getCharacterRenderer();
if (!charRenderer) return;
// Save skin composite state for re-compositing on equipment changes
// Include face textures so compositeWithRegions can rebuild the full base
bodySkinPath_ = texInfo.bodySkinPath;
underwearPaths_.clear();
if (!texInfo.faceLowerPath.empty()) underwearPaths_.push_back(texInfo.faceLowerPath);
if (!texInfo.faceUpperPath.empty()) underwearPaths_.push_back(texInfo.faceUpperPath);
for (const auto& up : texInfo.underwearPaths) underwearPaths_.push_back(up);
// Composite body skin + face + underwear overlays
{
std::vector<std::string> layers;
layers.push_back(texInfo.bodySkinPath);
if (!texInfo.faceLowerPath.empty()) layers.push_back(texInfo.faceLowerPath);
if (!texInfo.faceUpperPath.empty()) layers.push_back(texInfo.faceUpperPath);
for (const auto& up : texInfo.underwearPaths) {
layers.push_back(up);
}
if (layers.size() > 1) {
rendering::VkTexture* compositeTex = charRenderer->compositeTextures(layers);
if (compositeTex != 0) {
// Find type-1 (skin) texture slot and replace with composite
// We need model texture info — walk slots via charRenderer
// Use the model slot ID to find the right texture index
auto* modelData = charRenderer->getModelData(modelSlotId);
if (modelData) {
for (size_t ti = 0; ti < modelData->textures.size(); ti++) {
if (modelData->textures[ti].type == 1) {
charRenderer->setModelTexture(modelSlotId, static_cast<uint32_t>(ti), compositeTex);
skinTextureSlotIndex_ = static_cast<uint32_t>(ti);
LOG_INFO("Replaced type-1 texture slot ", ti, " with composited body+face+underwear");
break;
}
}
}
}
}
}
// Override hair texture on GPU (type-6 slot) after model load
if (!texInfo.hairTexturePath.empty()) {
rendering::VkTexture* hairTex = charRenderer->loadTexture(texInfo.hairTexturePath);
if (hairTex) {
auto* modelData = charRenderer->getModelData(modelSlotId);
if (modelData) {
for (size_t ti = 0; ti < modelData->textures.size(); ti++) {
if (modelData->textures[ti].type == 6) {
charRenderer->setModelTexture(modelSlotId, static_cast<uint32_t>(ti), hairTex);
LOG_INFO("Applied DBC hair texture to slot ", ti, ": ", texInfo.hairTexturePath);
break;
}
}
}
}
}
// Find cloak (type-2, Object Skin) texture slot index
{
auto* modelData = charRenderer->getModelData(modelSlotId);
if (modelData) {
for (size_t ti = 0; ti < modelData->textures.size(); ti++) {
if (modelData->textures[ti].type == 2) {
cloakTextureSlotIndex_ = static_cast<uint32_t>(ti);
LOG_INFO("Cloak texture slot: ", ti);
break;
}
}
}
}
}
std::unordered_set<uint16_t> AppearanceComposer::buildDefaultPlayerGeosets(uint8_t raceId, uint8_t sexId,
uint8_t hairStyleId, uint8_t facialId) {
std::unordered_set<uint16_t> activeGeosets;
// Look up the correct hair scalp geoset from CharHairGeosets.dbc
uint16_t selectedHairScalp = 1; // default
std::unordered_set<uint16_t> allHairScalpGeosets;
if (entitySpawner_) {
const auto& hairMap = entitySpawner_->getHairGeosetMap();
uint32_t hairKey = (static_cast<uint32_t>(raceId) << 16) |
(static_cast<uint32_t>(sexId) << 8) |
static_cast<uint32_t>(hairStyleId);
auto it = hairMap.find(hairKey);
if (it != hairMap.end() && it->second > 0)
selectedHairScalp = it->second;
// Collect all hair scalp geosets for this race/sex to exclude the others
for (const auto& [k, v] : hairMap) {
if (static_cast<uint8_t>((k >> 16) & 0xFF) == raceId &&
static_cast<uint8_t>((k >> 8) & 0xFF) == sexId &&
v > 0 && v < 100)
allHairScalpGeosets.insert(v);
}
}
// Group 0: add body base submeshes (0) but exclude other hair scalp variants
activeGeosets.insert(0); // body base
activeGeosets.insert(selectedHairScalp);
// Some models have additional non-hair body submeshes (e.g. earrings, jaw);
// these are typically < 100 and NOT in the hair geoset set
for (uint16_t i = 1; i < 100; i++) {
if (allHairScalpGeosets.count(i) == 0)
activeGeosets.insert(i); // not a hair geoset, safe to include
}
// Hair connector: group 1 = 100 + geoset
activeGeosets.insert(static_cast<uint16_t>(100 + std::max<uint16_t>(selectedHairScalp, 1)));
// Facial hair geosets from CharacterFacialHairStyles.dbc
if (entitySpawner_) {
const auto& facialMap = entitySpawner_->getFacialHairGeosetMap();
uint32_t facialKey = (static_cast<uint32_t>(raceId) << 16) |
(static_cast<uint32_t>(sexId) << 8) |
static_cast<uint32_t>(facialId);
auto it = facialMap.find(facialKey);
if (it != facialMap.end()) {
activeGeosets.insert(static_cast<uint16_t>(200 + std::max<uint16_t>(it->second.geoset200, 1)));
activeGeosets.insert(static_cast<uint16_t>(300 + std::max<uint16_t>(it->second.geoset300, 1)));
} else {
activeGeosets.insert(201);
activeGeosets.insert(301);
}
} else {
activeGeosets.insert(201);
activeGeosets.insert(301);
}
activeGeosets.insert(kGeosetBareForearms);
activeGeosets.insert(kGeosetBareShins);
activeGeosets.insert(kGeosetDefaultEars);
activeGeosets.insert(kGeosetBareSleeves);
activeGeosets.insert(kGeosetDefaultKneepads);
activeGeosets.insert(kGeosetBarePants);
activeGeosets.insert(kGeosetWithCape);
activeGeosets.insert(kGeosetBareFeet);
return activeGeosets;
}
bool AppearanceComposer::loadWeaponM2(const std::string& m2Path, pipeline::M2Model& outModel) {
auto m2Data = assetManager_->readFile(m2Path);
if (m2Data.empty()) return false;
outModel = pipeline::M2Loader::load(m2Data);
// Load skin (WotLK+ M2 format): strip .m2, append 00.skin
std::string skinPath = m2Path;
size_t dotPos = skinPath.rfind('.');
if (dotPos != std::string::npos) skinPath = skinPath.substr(0, dotPos);
skinPath += "00.skin";
auto skinData = assetManager_->readFile(skinPath);
if (!skinData.empty() && outModel.version >= 264)
pipeline::M2Loader::loadSkin(skinData, outModel);
return outModel.isValid();
}
void AppearanceComposer::loadEquippedWeapons() {
showingRanged_ = false;
if (!renderer_ || !renderer_->getCharacterRenderer() || !assetManager_ || !assetManager_->isInitialized())
return;
if (!gameHandler_) return;
auto* charRenderer = renderer_->getCharacterRenderer();
uint32_t charInstanceId = renderer_->getCharacterInstanceId();
if (charInstanceId == 0) return;
auto& inventory = gameHandler_->getInventory();
// Load ItemDisplayInfo.dbc
auto displayInfoDbc = assetManager_->loadDBC("ItemDisplayInfo.dbc");
if (!displayInfoDbc) {
LOG_WARNING("loadEquippedWeapons: failed to load ItemDisplayInfo.dbc");
return;
}
// Mapping: EquipSlot → attachment ID (1=RightHand, 2=LeftHand)
struct WeaponSlot {
game::EquipSlot slot;
uint32_t attachmentId;
};
WeaponSlot weaponSlots[] = {
{ game::EquipSlot::MAIN_HAND, 1 },
{ game::EquipSlot::OFF_HAND, 2 },
};
if (weaponsSheathed_) {
for (const auto& ws : weaponSlots) {
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
}
charRenderer->detachWeapon(charInstanceId, 1); // ranged may also use right hand
return;
}
bool rightHandFilled = false;
for (const auto& ws : weaponSlots) {
const auto& equipSlot = inventory.getEquipSlot(ws.slot);
// If slot is empty or has no displayInfoId, detach any existing weapon
if (equipSlot.empty() || equipSlot.item.displayInfoId == 0) {
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
uint32_t displayInfoId = equipSlot.item.displayInfoId;
int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId);
if (recIdx < 0) {
LOG_WARNING("loadEquippedWeapons: displayInfoId ", displayInfoId, " not found in DBC");
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
const auto* idiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
std::string modelName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), idiL ? (*idiL)["LeftModel"] : 1);
std::string textureName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), idiL ? (*idiL)["LeftModelTexture"] : 3);
if (modelName.empty()) {
LOG_WARNING("loadEquippedWeapons: empty model name for displayInfoId ", displayInfoId);
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
// Convert .mdx → .m2
std::string modelFile = modelName;
{
size_t dotPos = modelFile.rfind('.');
if (dotPos != std::string::npos) {
modelFile = modelFile.substr(0, dotPos) + ".m2";
} else {
modelFile += ".m2";
}
}
// Try Weapon directory first, then Shield
std::string m2Path = "Item\\ObjectComponents\\Weapon\\" + modelFile;
pipeline::M2Model weaponModel;
if (!loadWeaponM2(m2Path, weaponModel)) {
m2Path = "Item\\ObjectComponents\\Shield\\" + modelFile;
if (!loadWeaponM2(m2Path, weaponModel)) {
LOG_WARNING("loadEquippedWeapons: failed to load ", modelFile);
charRenderer->detachWeapon(charInstanceId, ws.attachmentId);
continue;
}
}
// Build texture path
std::string texturePath;
if (!textureName.empty()) {
texturePath = "Item\\ObjectComponents\\Weapon\\" + textureName + ".blp";
if (!assetManager_->fileExists(texturePath)) {
texturePath = "Item\\ObjectComponents\\Shield\\" + textureName + ".blp";
}
}
uint32_t weaponModelId = entitySpawner_->allocateWeaponModelId();
bool ok = charRenderer->attachWeapon(charInstanceId, ws.attachmentId,
weaponModel, weaponModelId, texturePath);
if (ok) {
LOG_INFO("Equipped weapon: ", m2Path, " at attachment ", ws.attachmentId);
if (ws.attachmentId == 1) rightHandFilled = true;
}
}
// --- RANGED slot (bow, gun, crossbow, thrown) ---
// Show ranged weapon in right hand when main hand is empty.
const auto& rangedSlot = inventory.getEquipSlot(game::EquipSlot::RANGED);
if (!rightHandFilled && !rangedSlot.empty() && rangedSlot.item.displayInfoId != 0) {
uint32_t displayInfoId = rangedSlot.item.displayInfoId;
int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId);
if (recIdx >= 0) {
const auto* idiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
std::string modelName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), idiL ? (*idiL)["LeftModel"] : 1);
std::string textureName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), idiL ? (*idiL)["LeftModelTexture"] : 3);
if (!modelName.empty()) {
std::string modelFile = modelName;
{
size_t dotPos = modelFile.rfind('.');
if (dotPos != std::string::npos) {
modelFile = modelFile.substr(0, dotPos) + ".m2";
} else {
modelFile += ".m2";
}
}
std::string m2Path = "Item\\ObjectComponents\\Weapon\\" + modelFile;
pipeline::M2Model weaponModel;
if (!loadWeaponM2(m2Path, weaponModel)) {
m2Path = "Item\\ObjectComponents\\Shield\\" + modelFile;
loadWeaponM2(m2Path, weaponModel);
}
if (weaponModel.vertices.size() > 0) {
std::string texturePath;
if (!textureName.empty()) {
texturePath = "Item\\ObjectComponents\\Weapon\\" + textureName + ".blp";
if (!assetManager_->fileExists(texturePath)) {
texturePath = "Item\\ObjectComponents\\Shield\\" + textureName + ".blp";
}
}
uint32_t weaponModelId = entitySpawner_->allocateWeaponModelId();
bool ok = charRenderer->attachWeapon(charInstanceId, 1,
weaponModel, weaponModelId, texturePath);
if (ok) {
LOG_INFO("Equipped ranged weapon: ", m2Path, " at attachment 1 (right hand)");
}
}
}
}
}
}
void AppearanceComposer::showRangedWeapon(bool show) {
if (show == showingRanged_) return;
showingRanged_ = show;
if (!renderer_ || !renderer_->getCharacterRenderer() || !gameHandler_ || !assetManager_ || !assetManager_->isInitialized())
return;
auto* charRenderer = renderer_->getCharacterRenderer();
uint32_t charInstanceId = renderer_->getCharacterInstanceId();
if (charInstanceId == 0) return;
if (!show) {
// Swap back to normal melee weapons
loadEquippedWeapons();
return;
}
auto& inventory = gameHandler_->getInventory();
const auto& rangedSlot = inventory.getEquipSlot(game::EquipSlot::RANGED);
if (rangedSlot.empty() || rangedSlot.item.displayInfoId == 0) return;
auto displayInfoDbc = assetManager_->loadDBC("ItemDisplayInfo.dbc");
if (!displayInfoDbc) return;
uint32_t displayInfoId = rangedSlot.item.displayInfoId;
int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId);
if (recIdx < 0) return;
const auto* idiL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
std::string modelName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), idiL ? (*idiL)["LeftModel"] : 1);
std::string textureName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), idiL ? (*idiL)["LeftModelTexture"] : 3);
if (modelName.empty()) return;
std::string modelFile = modelName;
{
size_t dotPos = modelFile.rfind('.');
if (dotPos != std::string::npos)
modelFile = modelFile.substr(0, dotPos) + ".m2";
else
modelFile += ".m2";
}
std::string m2Path = "Item\\ObjectComponents\\Weapon\\" + modelFile;
pipeline::M2Model weaponModel;
if (!loadWeaponM2(m2Path, weaponModel)) {
m2Path = "Item\\ObjectComponents\\Shield\\" + modelFile;
if (!loadWeaponM2(m2Path, weaponModel)) return;
}
std::string texturePath;
if (!textureName.empty()) {
texturePath = "Item\\ObjectComponents\\Weapon\\" + textureName + ".blp";
if (!assetManager_->fileExists(texturePath))
texturePath = "Item\\ObjectComponents\\Shield\\" + textureName + ".blp";
}
// Detach current right-hand weapon and attach ranged weapon
charRenderer->detachWeapon(charInstanceId, 1);
uint32_t weaponModelId = entitySpawner_->allocateWeaponModelId();
bool ok = charRenderer->attachWeapon(charInstanceId, 1, weaponModel, weaponModelId, texturePath);
if (ok) {
LOG_INFO("Swapped to ranged weapon: ", m2Path, " at attachment 1 (right hand)");
}
}
} // namespace core
} // namespace wowee