Bypass broken IS_IN_WORLD gate in Outline debug

This commit is contained in:
2026-08-28 18:16:14 +02:00
parent 3ee72d70d6
commit 4eb37f4c23
+8 -2
View File
@@ -207,8 +207,13 @@ pub fn scanObjects() void {
game_obj_model_count = 0;
resetDiag();
if (!wow.isInGame()) return;
debug_in_world_seen = true;
// IS_IN_WORLD is kept as a diagnostic only. On this modified client it
// reports 0 even while EndScene/DIP are clearly running in-world.
if (wow.isInGame()) debug_in_world_seen = true;
// Use the object manager as the actual readiness gate for this debug build.
if (!wow.hasObjectManager()) return;
debug_object_manager_seen = true;
const local_player = wow.getLocalPlayer();
if (local_player == 0) return;
@@ -324,6 +329,7 @@ pub var diag: Diag = .{};
// Sticky diagnostics for the debug build. They turn true once the corresponding
// stage has been observed and stay true for the whole process lifetime.
pub var debug_in_world_seen: bool = false;
pub var debug_object_manager_seen: bool = false;
pub var debug_local_player_seen: bool = false;
pub var debug_target_guid_seen: bool = false;
pub var debug_target_object_seen: bool = false;