From 4eb37f4c233bb9ca30abd4fba69c8c50aebdf2d3 Mon Sep 17 00:00:00 2001 From: Dusk-92 Date: Fri, 28 Aug 2026 18:16:14 +0200 Subject: [PATCH] Bypass broken IS_IN_WORLD gate in Outline debug --- src/outline/tracker.zig | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/src/outline/tracker.zig b/src/outline/tracker.zig index 8408410..6bb1bb4 100644 --- a/src/outline/tracker.zig +++ b/src/outline/tracker.zig @@ -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;