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