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Fix SmartAmmo low-ammo warnings
- Remove infinite tail-recursion threshold getter that hard-froze the client on /rl - Fix double-count (equipped ammo was added to the bag total) - Make it true crossing-only: warn only when the total drops across the threshold, never on cold baseline or restock - Use the shaking warning banner instead of a celebration, with sarcastic chat/banner copy - Options: fix legacy EditBox HasFocus error on the threshold input; move Pet Auto-Teach to the right column
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@@ -48,7 +48,7 @@ local function MTHSmartAmmo_IsLowAmmoWarningEnabled()
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return MTHSmartAmmo_ReadFlag("lowAmmoWarningEnabled")
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end
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local function MTHSmartAmmo_GetLowAmmoThreshold()
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local function MTHSmartAmmo_ReadLowAmmoThreshold()
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local settings = MTHSmartAmmo_GetSettings()
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local threshold = tonumber(settings and settings.lowAmmoThreshold) or 200
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if threshold < 1 then threshold = 1 end
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@@ -145,7 +145,7 @@ function MTHSmartAmmo_SetLowAmmoThreshold(value)
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end
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function MTHSmartAmmo_GetLowAmmoThreshold()
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return MTHSmartAmmo_GetLowAmmoThreshold()
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return MTHSmartAmmo_ReadLowAmmoThreshold()
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end
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local MTHSmartAmmo_CastSpell_Hook
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@@ -275,9 +275,9 @@ local function MTHSmartAmmo_ShowAmmoStockWarning(ammoType, total, threshold)
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local isZero = total <= 0
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local warning
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if isZero then
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warning = "YOU HAVE NO " .. string.upper(ammoType) .. " LEFT!"
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warning = "Out of " .. ammoType .. "! Your ranged weapon is now a very expensive club."
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else
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warning = "LOW " .. string.upper(ammoType) .. ": " .. tostring(total) .. " LEFT (WARNING AT " .. tostring(threshold) .. ")."
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warning = "Running low on " .. ammoType .. " — only " .. tostring(total) .. " left. Restock before you're just angrily pointing at things."
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end
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if MTH_SA_Print then
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MTH_SA_Print(warning)
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@@ -298,6 +298,8 @@ end
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local function MTHSmartAmmo_CountAmmoStock(ammoType)
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local rankMap = (ammoType == "Bullets" and MTH_AMMO_BULLET_RANK) or MTH_AMMO_ARROW_RANK or {}
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-- Bag scan already covers the quiver/ammo pouch; GetInventoryItemCount("player", 0)
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-- returns the bag copies of the loaded ammo, so adding it would double-count.
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local total = 0
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for bag = 4, 0, -1 do
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for slot = GetContainerNumSlots(bag), 1, -1 do
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@@ -308,7 +310,15 @@ local function MTHSmartAmmo_CountAmmoStock(ammoType)
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end
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end
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end
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return total + (tonumber(GetInventoryItemCount("player", 0)) or 0)
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return total
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end
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-- ready < low < zero; a warning fires only when severity INCREASES (a real
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-- downward crossing during play), never on the cold baseline or on restock.
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local function MTHSmartAmmo_StockSeverity(state)
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if state == "zero" then return 2 end
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if state == "low" then return 1 end
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return 0
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end
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local function MTHSmartAmmo_CheckAmmoStock()
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@@ -319,9 +329,11 @@ local function MTHSmartAmmo_CheckAmmoStock()
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return
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end
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local total = MTHSmartAmmo_CountAmmoStock(ammoType)
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local threshold = MTHSmartAmmo_GetLowAmmoThreshold()
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local threshold = MTHSmartAmmo_ReadLowAmmoThreshold()
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local state = total <= 0 and "zero" or (total <= threshold and "low" or "ready")
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if state ~= MTH_SA_AmmoStockState and state ~= "ready" then
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local prev = MTH_SA_AmmoStockState
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if prev ~= nil and MTHSmartAmmo_StockSeverity(state) > MTHSmartAmmo_StockSeverity(prev) then
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MTHSmartAmmo_ShowAmmoStockWarning(ammoType, total, threshold)
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end
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MTH_SA_AmmoStockState = state
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