Add logging module with auto-prefix, route all output through Logger
Replace console.zig with logging.zig: per-module Logger with auto [name] prefix, optional file output, and destination routing. Convert all modules from manual [name] prefixes and global con.print to Logger instances. Remove redundant "Module loaded" lines. Replace OutputDebugStringA in outline/tracker with Logger. Add dpslog module with structured combat log events (SPELL_DMG, PERIODIC, HEAL, MELEE). Add clickthrough module and bigcursor D3D9 cursor scaling.
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@@ -1,6 +1,6 @@
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const std = @import("std");
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const hook = @import("zhook");
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const con = @import("../console.zig");
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const logging = @import("../logging.zig");
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const WINAPI = std.builtin.CallingConvention.winapi;
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extern "kernel32" fn GetTickCount() callconv(WINAPI) u32;
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@@ -55,7 +55,6 @@ const C3Vector = struct {
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// Calling Conventions
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// =============================================================================
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// =============================================================================
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// Game API
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// =============================================================================
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@@ -249,6 +248,7 @@ pub const module_name: [*:0]const u8 = "interact";
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var g_mutex: ?*anyopaque = null;
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var g_is_hook_owner: bool = false;
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var log: logging.Logger = .{};
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pub fn isActive() bool {
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return g_is_hook_owner;
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@@ -378,20 +378,20 @@ fn hookSceneEnd(device: u32) callconv(hook.cc.thiscall) void {
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// =============================================================================
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pub fn installHooks() void {
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con.print("[interact] Module loaded\n");
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const result = mod_mutex.acquire(module_name);
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g_mutex = result.handle;
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g_is_hook_owner = result.is_owner;
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if (!g_is_hook_owner) return;
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// SceneEnd - per-frame loot queue processing
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log = logging.Logger.open(module_name, .console);
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_ = scene_end_hook.attach(Offsets.ADDR_SceneEnd, &hookSceneEnd);
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}
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pub fn removeHooks() void {
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if (g_is_hook_owner) {
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scene_end_hook.detach();
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log.close();
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mod_mutex.release(&g_mutex);
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}
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g_is_hook_owner = false;
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