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- Nameplates: player names always rendered regardless of V-key toggle; separate cull distance 40u (players/target) vs 20u (NPCs); cyan name color for other players; fade alpha scales with cull distance - Level-up: add expanding golden ring burst (3 staggered waves, 420u max radius) + full-screen flash to renderDingEffect(); M2 LevelUp.m2 is still attempted as a bonus on top - Vanilla tile loading: add AssetManager::setBaseFallbackPath() so that when the primary manifest is an expansion-specific DBC-only subset (e.g. Data/expansions/vanilla/), world terrain files fall back to the base Data/ extraction; wired in Application::initialize() - Warden: map a null guard page at address 0x0 in the Unicorn emulator so NULL-pointer reads in the module don't crash with UC_ERR_MAP; execution continues past the NULL read for better diagnostics |
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| .. | ||
| adt_loader.cpp | ||
| asset_manager.cpp | ||
| asset_manifest.cpp | ||
| blp_loader.cpp | ||
| dbc_layout.cpp | ||
| dbc_loader.cpp | ||
| loose_file_reader.cpp | ||
| m2_loader.cpp | ||
| mpq_manager.cpp | ||
| terrain_mesh.cpp | ||
| wdt_loader.cpp | ||
| wmo_loader.cpp | ||