Split Outline target acquisition diagnostics

This commit is contained in:
2026-08-28 18:06:15 +02:00
parent 1632d98797
commit bcf8cefb35
+11
View File
@@ -208,8 +208,11 @@ pub fn scanObjects() void {
resetDiag();
if (!wow.isInGame()) return;
debug_in_world_seen = true;
const local_player = wow.getLocalPlayer();
if (local_player == 0) return;
debug_local_player_seen = true;
// Local player renders before outline targets (occludes outlines) unless
// the local player IS an outline target (partition logic checks outline first).
@@ -224,14 +227,17 @@ pub fn scanObjects() void {
// Resolve target to object pointer (highest priority - added first)
const target_guid = wow.getTargetGUID();
if (target_guid != 0) {
debug_target_guid_seen = true;
const target_obj = wow.getObjectByGUID(target_guid);
if (target_obj != 0) {
debug_target_object_seen = true;
addTrackedObj(target_obj, .target, 0);
}
}
// Iterate all visible objects
var obj = wow.objectFirst();
if (obj != 0) debug_object_scan_seen = true;
while (obj != 0) : (obj = wow.objectNext(obj)) {
const obj_type = wow.getObjectType(obj);
const guid = wow.getObjectGUID(obj);
@@ -317,6 +323,11 @@ 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_local_player_seen: bool = false;
pub var debug_target_guid_seen: bool = false;
pub var debug_target_object_seen: bool = false;
pub var debug_object_scan_seen: bool = false;
pub var debug_target_seen: bool = false;
pub var debug_target_model_seen: bool = false;