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Adds an opt-in world-map layer that marks every rare (rank 4) and rare-elite (rank 2) creature the client currently has loaded, so a rare that is out shows as a gold/silver diamond with its name in the current zone. Entities only exist near the player, so a marker means that rare is genuinely spawned right now. New RareTrackerLayer follows the existing overlay-layer pattern; the HUD feeds it the filtered live units each frame. Gated behind a new 'Show Rare Tracker' Interface setting (persisted), off by default.
25 lines
859 B
C++
25 lines
859 B
C++
// world_map.hpp — Shim header for backward compatibility.
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// Redirects to the modular world_map/world_map_facade.hpp.
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// Consumers should migrate to #include "rendering/world_map/world_map_facade.hpp" directly.
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#pragma once
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#include "rendering/world_map/world_map_facade.hpp"
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namespace wowee {
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namespace rendering {
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// Backward-compatible type aliases for old consumer code
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// (game_screen_hud.cpp, renderer.cpp, etc.)
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using WorldMapPartyDot = world_map::PartyDot;
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using WorldMapRareMark = world_map::RareMark;
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using WorldMapTaxiNode = world_map::TaxiNode;
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using MapPOI = world_map::POI;
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// WorldMap alias is already provided by world_map_facade.hpp:
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// using WorldMap = world_map::WorldMapFacade;
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// WorldMap::QuestPoi alias is provided inside WorldMapFacade:
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// using QuestPoi = QuestPOI;
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} // namespace rendering
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} // namespace wowee
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