Split Outline target acquisition diagnostics
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@@ -208,8 +208,11 @@ pub fn scanObjects() void {
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resetDiag();
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if (!wow.isInGame()) return;
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debug_in_world_seen = true;
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const local_player = wow.getLocalPlayer();
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if (local_player == 0) return;
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debug_local_player_seen = true;
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// Local player renders before outline targets (occludes outlines) unless
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// the local player IS an outline target (partition logic checks outline first).
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@@ -224,14 +227,17 @@ pub fn scanObjects() void {
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// Resolve target to object pointer (highest priority - added first)
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const target_guid = wow.getTargetGUID();
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if (target_guid != 0) {
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debug_target_guid_seen = true;
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const target_obj = wow.getObjectByGUID(target_guid);
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if (target_obj != 0) {
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debug_target_object_seen = true;
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addTrackedObj(target_obj, .target, 0);
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}
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}
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// Iterate all visible objects
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var obj = wow.objectFirst();
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if (obj != 0) debug_object_scan_seen = true;
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while (obj != 0) : (obj = wow.objectNext(obj)) {
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const obj_type = wow.getObjectType(obj);
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const guid = wow.getObjectGUID(obj);
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@@ -317,6 +323,11 @@ pub var diag: Diag = .{};
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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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pub var debug_in_world_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_object_seen: bool = false;
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pub var debug_object_scan_seen: bool = false;
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pub var debug_target_seen: bool = false;
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pub var debug_target_model_seen: bool = false;
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