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Nyeriahclaude
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refactor(WG): remove unused PrepareFakeTeamForBF/ApplyFakeVisualsForBF
Both functions were declared, defined, and never called. They implemented a "set faction first, apply visuals later" two-step flow for WG war entry, but the active code path (OnBattlefieldPlayerJoinWar) uses the single-shot SetFakeRaceAndMorphForBF instead. Removing the dead pair shrinks the public surface of CFBG and clarifies which methods drive the WG lifecycle. No behavior change. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Lines changed: 0 additions & 56 deletions

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src/CFBG.cpp

Lines changed: 0 additions & 54 deletions
Original file line numberDiff line numberDiff line change
@@ -553,60 +553,6 @@ void CFBG::SetFakeRaceAndMorphForBF(Player* player, TeamId assignedTeam)
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_fakePlayerStore.emplace(player, std::move(fakePlayerInfo));
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}
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void CFBG::PrepareFakeTeamForBF(Player* player, TeamId assignedTeam)
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{
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if (!player || IsPlayerFake(player))
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return;
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TeamId realTeam = player->GetTeamId(true);
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if (realTeam == assignedTeam)
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return;
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// Generate race/morph so the full FakePlayer record is ready for when
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// ApplyFakeVisualsForBF fires later (on war accept). We do NOT call
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// setRace / SetDisplayId / SetNativeDisplayId here — only the faction
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// (team) is changed so that every subsequent core bucket write uses the
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// assigned team.
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RandomSkinInfo skinInfo{ GetRandomRaceMorph(realTeam, player->getClass(), player->getGender()) };
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uint8 selectedRace = player->GetPlayerSetting("mod-cfbg", SETTING_CFBG_RACE).value;
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if (!RandomizeRaces() && selectedRace && IsRaceValidForFaction(realTeam, selectedRace))
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{
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skinInfo.first = selectedRace;
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skinInfo.second = GetMorphFromRace(skinInfo.first, player->getGender());
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}
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FakePlayer fakePlayerInfo
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{
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skinInfo.first,
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skinInfo.second,
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assignedTeam,
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player->getRace(true),
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player->GetDisplayId(),
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player->GetNativeDisplayId(),
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realTeam
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};
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// Team change only — visuals are deferred to ApplyFakeVisualsForBF.
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SetFactionForRace(player, fakePlayerInfo.FakeRace, fakePlayerInfo.FakeTeamID);
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_fakePlayerStore.emplace(player, std::move(fakePlayerInfo));
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}
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void CFBG::ApplyFakeVisualsForBF(Player* player)
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{
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FakePlayer const* fakeInfo = GetFakePlayer(player);
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if (!fakeInfo)
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return;
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// Visual changes deferred from PrepareFakeTeamForBF: apply them now that
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// the player has actually accepted the war invitation.
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player->setRace(fakeInfo->FakeRace);
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player->SetDisplayId(fakeInfo->FakeMorph);
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player->SetNativeDisplayId(fakeInfo->FakeMorph);
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}
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void CFBG::SetFactionForRace(Player* player, uint8 Race, TeamId teamId)
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{
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if (!player)

src/CFBG.h

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Original file line numberDiff line numberDiff line change
@@ -164,8 +164,6 @@ class CFBG
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void ValidatePlayerForBG(Battleground* bg, Player* player);
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void SetFakeRaceAndMorph(Player* player);
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void SetFakeRaceAndMorphForBF(Player* player, TeamId assignedTeam);
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void PrepareFakeTeamForBF(Player* player, TeamId assignedTeam);
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void ApplyFakeVisualsForBF(Player* player);
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void SetFactionForRace(Player* player, uint8 Race, TeamId teamId);
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void ClearFakePlayer(Player* player);
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void DoForgetPlayersInList(Player* player);

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