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* feat(macro): native #showtooltip/#show, conditional /cast and /use
Backport the macro display system to the engine:
- Macro::ShowTooltip resolves `#showtooltip [cond] value` / `#show` (and
the bare form over the macro's /cast and /use lines, first match wins)
through the Lua SecureCmdOptionParse on the world tick and writes the
result into the engine's per-macro spell cache (+0x564/+0x568), which
every action reader already consumes. Repaints go through the engine's
own slot-changed notifier. Item targets are cached alongside.
Re-evaluates on modifier / mouseover / target / combat changes and every
200 ms otherwise. Yields entirely when SuperCleveRoidMacros is loaded.
- The `?` icon rule is a co-hook on the macro icon getter, so action
buttons and the drag cursor both show the resolved icon; GetMacroInfo,
GameTooltip:SetAction, GetActionCooldown, GetActionCount and
IsConsumableAction are re-registered in front of the engine for macro
slots with a resolved directive and tail-call it otherwise.
- Macro::RunBody re-implements the engine's body runner so `#` lines
never reach chat; Macro::Execute skips them too.
- /cast and /use in the embedded addon (3.3.5 handler shape): items
first, [@unit] via C_Spell.CastAtUnit, 1..19 = inventory slot, other
numbers stay spellIDs. SecureCmdOptionParse: a group whose only piece
is @unit passes only while the unit exists (3.3.5 passes it
unconditionally). C_Item.GetItemCount accepts names. GetMacroItem
added; GetMacroSpell now reflects the directive.
- Offsets.h: 0x004F0F40 was the macroID -> MacroEntry resolver,
mislabeled as a spell-state cache; renamed FUN_MACRO_ID_TO_ENTRY, with
the action-bar / macro-runner constants this needs added and verified.
* feat(unit): add IsUnitToken for token-vs-name dispatch
Vanilla ships each "act on a unit" verb as two Lua entries, one taking a
unit token and one taking a character name, and each errors on the other
kind of input. Conditional slash commands need to accept either, because
SecureCmdOptionParse hands back a token for `/target [@focus]` and a name
for `/target Bob` through the same variable.
IsUnitToken(value) answers which one a string is by calling the engine's
own token resolver inside lua_pcall and reporting whether it returned or
threw. Consulting the resolver rather than matching a token list here
keeps the answer correct for every family it knows, including this
client's native GUID literals and our own focus / nameplateN / markN,
which unit/TokenExtensions.cpp hooks onto the same function. It reports
whether the text names a token, not whether a unit is there, so "target"
with nothing targeted is still true.
if IsUnitToken(x) then TargetUnit(x) else TargetByName(x) end
Additive on purpose. Merging the pairs into a modern TargetUnit /
AssistUnit / FollowUnit was written and reverted: those names are common
enough for other DLLs and addons to replace that re-registration is
silently last-one-wins, with no error and no trampoline to chain. That
mechanism is only safe for names nobody else contends.
Offsets.h records two findings from decompiling the resolver. The throw
is raised by its callee, not by FUN_RESOLVE_UNIT_TOKEN, which is a thin
wrapper returning 0 on a miss. And this client reaches the error through
a patched fallthrough that first parses a 0x<hex> GUID literal, so GUID
unit tokens resolve natively with no SuperWoW loaded.
* feat(addon): backport the conditional slash commands
Adds 27 commands that take [conditions] through SecureCmdOptionParse,
following the 3.3.5 SecureCmdList handler shapes: targeting
(/targetexact, /cleartarget, /targetlasttarget, /targetlastenemy,
/targetenemy, /targetfriend, /targetenemyplayer, /targetfriendplayer,
/targetparty, /targetraid), casting and state (/stopcasting, /cancelaura,
/cancelform, /dismount), equipment (/equip, /equipslot), action bars
(/changeactionbar, /swapactionbar) and the pet family.
/target, /assist and /follow gain conditions by replacing the FrameXML
handlers, which is the only way to add them. Plain input keeps working:
each routes through IsUnitToken to the engine's token entry or its
by-name entry, where the old handler always went by name.
Three natives have a different shape here than the 3.3.5 handlers assume,
so those bodies are not straight ports. PetAttack takes no target and
always sends the pet at the current target. ChangeActionBarPage takes no
page and only fires ACTIONBAR_PAGE_CHANGED, so CURRENT_ACTIONBAR_PAGE is
set first. Pet autocast is a spellbook-slot toggle with no enable and
disable entries, so a name is resolved against the pet book and on/off
read the state and toggle only on a mismatch. /cancelaura needs no buff
walk, since CancelSpellByName already matches a player buff by name.
Not ported for want of a native: /targetlastfriend, and the /mt and /ma
family, which needs party assignments the client does not have.
Command names come from the locale files, with the localized name taken
from the matching Blizzard GlobalStrings and the English one alongside.
zhCN ships English for all 27. The short aliases retail also carries
(/eq, /tar) are left out, since those collide with addon shorthands.
* fix(macro): resolve item link values in #showtooltip
`#showtooltip` over a `/use item:6948` line showed no icon. The directive
evaluator built its item argument as `{0, 0, value}`, hardcoding the whole
value as a NAME, so the `item:N` and pasted-link forms could never match
and the value fell through to the spell lookup. `/use` itself was fine,
which is why the macro cast the item but the button stayed blank.
The link parsing already existed for the Lua entries. Split it out as
`Item::Arg::ResolveString` and call that instead of hand-building the
argument, so both paths read the forms the same way.
A bare number keeps skipping the item lookup: `ResolveString` reads "6948"
as an itemID, and a bare number that is not an equipment slot has to stay
a spellID per the documented `/cast 5019` rule.
An explicit itemID now also resolves when none is carried, falling back to
the ID after the bag and equipment walk misses. The icon and tooltip come
from the item record, and the tooltip path already handled an unheld item
through a hyperlink, so a macro naming an item in the bank or one written
before looting it now displays. Names are still limited to what you hold,
since 1.12 has no name-keyed item cache.
* fix(macro): make [@cursor] work in /cast, /use and #showtooltip
`/use [@cursor] item:4390` did nothing and its `#showtooltip` showed the
question mark. Two causes, both in the addon.
The parser rejected the clause. A group whose only piece is `@unit` passes
only while that unit exists, and the existence test ran UnitExists on
`cursor`, which is not a unit token. The engine raises there, the pcall
caught it, and the group failed. `none` was already exempt; `cursor` joins
it, since both name something other than a unit and neither can be tested
that way.
Nothing routed the target once it did pass. `SecureCmdUseItem` sent every
target through UseItemByName, which takes a unit GUID, and the spell branch
had only the on-unit and default cases. A `cursor` target now goes to
C_Item.UseAtCursor and C_Spell.CastAtCursor, which were written as the
`[@cursor]` analogs but had no caller. SecureCmdItemParse has already
turned a bag or inventory slot into a link, so one item call covers every
value form.
`#showtooltip` needed no change: the value resolves once the clause passes.
* feat(macro): accept a character name as a macro target
`/cast [target=Feral] Rejuvenation` did nothing. A `@unit` or `target=unit`
piece takes a character name as well as a unit token, but nothing here
turned a name into something the unit functions accept, and the existence
gate ran UnitExists on it, which raises for a string that names no token.
`UnitTokenFromName(name [, exactMatch])` runs the engine's own by-name
search — `FUN_UNIT_FIND_BY_NAME`, the one behind TargetByName, AssistByName
and FollowByName — and reports the winner as a token: a standard one when
it fits, else the GUID literal, which this client's resolver takes too. It
walks party, then raid, then every loaded unit, so it reaches units no
token names. Prefix match by default, nearest first, like TargetByName.
`GroupPasses` now resolves a named target once and uses it for both jobs:
the bare-group existence test (`[@Feral][] Spell` falls through when they
are not around) and the conditions, which previously raised on a name.
The pcall that already guarded the existence test is what tells a token
from a name, so a token target costs no more than before.
The slash handlers resolve the target the same way before handing it to
CastAtUnit, UseItemByName, FocusUnit or StartAttack, and drop the command
when a named unit is not around.
* feat(macro): drop a ground-target item at your feet with [@player]
`/use [@player] item:4390` sent the grenade through UseItemByName, which
passes a target GUID but never commits the placement, so the reticle came
up instead of the grenade landing. Route a `player` target to
`C_Item.UseAtUnit` instead, which commits at the unit's position.
Only your own position is offered. Aiming a ground-target item at another
unit is not something the game lets you do by hand, so the slash handler
does not either; every other unit target keeps going to UseItemByName.
`C_Item.UseAtUnit` now dispatches with the unit's GUID rather than a zero
target, matching `C_Spell.CastAtUnit`. Without that, routing `@player`
through it would have cost a non-ground item its target: a bandage or a
scroll would fire at the current selection instead of at you. It now
covers both kinds of on-use item, the way CastAtUnit covers both kinds of
spell.
* fix(macro): stop /cast [@unit] aiming ground spells at that unit
The same aim the item side was just denied: `/cast [@target] Flamestrike`
dropped the reticle on the target with no click, for any unit. Placing a
ground spell somewhere you could not put it by hand is aim the player has
not earned, and it should not differ between a spell and a grenade.
`/cast [@player]` and `/cast [@cursor]` still place, since both name a
position you can already aim at. Every other unit still has the spell cast
on it when it takes a unit target, which is what `@unit` is for; only the
ground-placement leg is dropped, leaving the reticle up exactly as casting
by hand does.
`C_Spell.CastAtUnit` keeps the whole primitive and gains a third argument
for the choice, defaulting to placing so the API and its callers are
unchanged. The restriction lives in the slash handler, the same split the
item side uses, where `C_Item.UseAtUnit` stays unrestricted and only
`/use` limits itself to `@player`.
`Spell::AtCursor::GroundPlacementPending` reports whether the in-flight
placement is a ground one, so the handler can leave that reticle up while
still cancelling a placement for a unit the engine did not accept. Leaving
that armed would strand the cursor.
* fix(item): stop a bad unit raising out of C_Item.UseItemByName
The optional `unit` went straight to the engine's token resolver, which
raises for a string that names no token. Both the code comment and the
API docs promised the opposite, that an unrecognized string is no target,
matching the no-op contract the item argument already has.
It is reachable without an addon calling the function directly: secure
button attributes and key bindings both feed it a configured string, so a
`unit="foo"` attribute raised inside a click handler.
Probe with Unit::TokenResolve::IsUnitToken first and treat anything else
as no target, which makes the documented contract true.
C_Item.UseAtUnit keeps raising, which is deliberate and now stated in its
docs: it is the companion of C_Spell.CastAtUnit, which documents the same
behavior as matching UnitHealth("garbage").
* feat(macro): let an addon publish its own macro display
`C_Macro.SetMacroDisplay(macroSlot, value)` hands a macro's resolution to
the display path, for an addon that parses macros itself. It is aimed at
SuperCleveRoidMacros, which today replaces ten action globals plus
GameTooltip.SetAction to put its answers on the bar, and borrows an
unrelated action slot to get a range check for a macro.
None of that is needed. Writing the spell into the engine's own per-macro
cache is what makes cooldown, range, usable, current and auto-repeat
correct for a macro button, with nothing overridden, and the icon then
reaches two places a Lua override cannot: the cursor while a macro is
dragged, and the macro window grid, both of which come from an engine
getter we hook.
The value takes the forms a `#showtooltip` value takes, so a publisher
hands over what it would have written in the macro. Three states: a value
to show, false for claimed-but-nothing-matched, nil to release.
Ownership is per macro. A published one is not parsed or re-evaluated by
us and is honored even while yielding; the rest stay ours. Nothing is
re-evaluated for the publisher, but a published resolution is re-applied
whenever the engine's re-parse overwrites the cache, so a macro edit
cannot silently replace it.
The wholesale stand-down when SuperCleveRoidMacros is loaded is lifted by
`CleveRoids.ClassicAPIMacroDisplay`, which a build sets to say it drives
us. Forks without it keep the all-or-nothing yield, so an older one cannot
end up fighting for the same buttons.
* fix(macro): accept the !Name prefix in /cast and #showtooltip
`#showtooltip` over `/cast !Shoot` showed nothing and the line cast
nothing: the `!` prefix, which asks for a toggle ability to be started
but never turned off, was never part of vanilla and no name resolver
knew it.
Split it in two.
The NAME is normalized in the one co-hook on the engine's single
name -> spellbook-slot resolver, which already owned the numeric
spellID form (so `spell/CastByID.cpp` becomes `spell/NameResolve.cpp`).
`FUN_RESOLVE_SPELL_NAME_TO_BOOK_ID` calls that resolver, so a single
strip covers the runtime cast, `Spell::Arg`, the `#showtooltip`
resolution and the engine's own macro parser -- which is what lets
`IsAutoRepeatAction` light a `/cast !Shoot` button even while macro
display is yielded to SuperCleveRoidMacros.
The BEHAVIOR stays in Lua: `SecureCmdCast` strips the prefix and casts
through the existing `CastSpellNoToggle`, which asks the engine whether
the ability is already up first. `CastSpellByName` cannot carry it --
re-registering that global is off limits and nampower already co-hooks
it.
`CastSpellNoToggle` gains the `placeGroundSpell` argument that
`C_Spell.CastAtUnit` has, so `/cast [@target] !X` keeps the rule that
only your own feet and the cursor place a ground-target spell. It also
tolerates a `!` on its own input now, since its auto-repeat name
compare is ours rather than the engine's.
* feat(item): take an item location wherever an item action takes an item
`C_Item.UseAtCursor`, `UseAtUnit`, `UseItemByName` and `EquipItemByName`
took an item reference only - an itemID, `item:N`, a link, or a name - and
resolved it by searching the bags for the first match. Holding two stacks of
the same item, or two copies enchanted differently, there was no way to say
which one you meant.
They now also take an item location: `{bagID=B, slotIndex=S}`,
`{equipmentSlotIndex=N}`, or an item GUID string - the shapes
`C_Item.GetItemID` already took. A location names one exact item.
`Item::Location::FindItemArgOrLocation` owns the overload; the old `Resolve`
(locations, pointer) and the new `ResolveItemArgOrLocation` (either, pointer)
are wrappers over it, so the classification and the walk live in one place.
None of the four call sites resolves anything itself any more.
A table is only ever a location, and so is a string that parses as a strict
`0x` + 16 hex digit GUID, which no item link or item name can look like. The
form is decided from the argument alone and committed to: a location resolve
STOMPS the Lua stack (`PackBagSlot` overwrites the first slots with its own
arguments), so falling back to the reference forms after one had run would
re-read the argument as whatever it left behind - a bag index read as an
itemID, which names an unrelated item.
`EquipItemByName` needs the source coordinates too, since the swap packet
carries them, which is what the detail form is for. An
`{equipmentSlotIndex=N}` location names a worn item, so with a `dstSlot` it
routes to `Item::Swap::FromPaperdoll` - that is how a ring 11<->12, trinket
13<->14 or weapon 16<->17 move is expressed. Without a `dstSlot` there is no
slot for the engine to pick, so that combination does nothing.
Its `lua_settop(L, 0)` ahead of `ClearCursor` is gone: `Script_ClearCursor`
(`0x004895B0`) is `FUN_00495190(1, 1)` and a return - no arguments, no stack
reads. Dropping it lets the item resolve run after the cursor clear, which a
location needs: while an item is held its slot reads empty, so the location
it came from would otherwise resolve to nothing.
* refactor: centralize the item constants and the icon-path build
Four copies of the ItemStats displayInfoID -> `Interface\Icons\<name>`
chain had accumulated - `item/GetData`, `item/Info`, `container/ItemInfo`
and the new `item/Icon` - and they had already drifted: two checked for an
empty icon name and two did not. `Item::Icon::PathForDisplayInfoID` is now
the one builder and the other three call it, so a change to that chain has
a single site. `PathForItemID` is it plus the cache lookup.
`action/ItemState` had local constants shadowing values already in
`Offsets.h`: `kItemSpellSlots` for `ITEMSTATS_SPELL_SLOT_COUNT`, and a bare
`trigger == 0` for `ITEM_SPELLTRIGGER_ON_USE`. `INVTYPE_AMMO` / `THROWN`
existed in two files, and the engine runner's `0x400` macro line buffer in
two more, so those move to `Offsets.h` as well - `INVTYPE_*` next to the
string table they index, `MACRO_LINE_BUFFER_SIZE` next to the delimiters.
CLAUDE.md's rule, and duplicated offsets drifting is exactly what it was
written for.
* fix(macro): indented directives, release, and icon-getter re-entry
Three defects found reviewing the `#showtooltip` work, plus dead code.
A directive typed with a leading space was lost AND leaked to chat.
`ParseDirective` and the two `#`-line filters all tested byte 0, but the
tokenizer splits on `\r\n` only, so ` #showtooltip` arrives with its space:
the parse missed it, and then `Macro::RunBody` / `Macro::Execute` failed to
recognize the comment and dispatched the line through `EXECUTE_CHAT_LINE` -
the /say this feature exists to stop. All three skip blanks now, as does
`CastCommandArgs` so an indented `/cast` line is still collected, and the
runner dispatches the trimmed line so an indented command works at all.
`C_Macro.SetMacroDisplay(slot, nil)` left the publisher's spell in place.
`Release` cleared our entry and asked for a rescan, but `Rescan` only marks
an entry dirty when it has a directive with options - so for a macro with
no directive of its own, nothing ever rewrote `+0x564`, and the button, its
tooltip, cooldown and auto-repeat state stayed on the published spell until
the engine happened to re-parse. It now hands the field back to the engine
by running the engine's own parser, then repaints.
The macro icon getter could run Lua from under a click. `FUN_MACRO_ICON_PATH`
has two callers and one is `FUN_MACRO_PICKUP`, inside the UseAction core, so
`Lookup`'s catch-up could evaluate conditions through `SecureCmdOptionParse`
and fire `ACTIONBAR_SLOT_CHANGED` into addon handlers while the drag was on
the stack - the re-entrancy hazard CLAUDE.md records for `Tooltip::SetEvents`.
`LookupPassive` reads only what the entries already hold; the world tick
does the work and repaints, so a resolution can be one tick behind an edit.
Also drop `Active()` (no callers) and `RunBody`'s unused trampoline, and
correct the header's reference to a module that does not exist: the icon
comes from `Macro::IconPath`, not `Action::Texture`.
* fix(slash): five conditional-command defects, and cheaper option passes
`/cast 5019` could consume an item. A bare number that is not an
equipment slot is a spellID, but it reached the item lookup, which reads a
number as an itemID - so carrying item 5019 used it instead of casting the
spell. `Macro::ShowTooltip::ResolveValue` already guarded this exact case,
so the button showed the spell while the click used an item.
Every bare `/targetenemy` stepped backwards. The cycling selectors pass
the parsed value as their reverse flag, and a clause that matches with no
value yields the empty string - which is a true boolean in Lua. Six
commands were affected in their most common form.
`/cast [@none] Spell` did nothing. `@none` names no unit, but only
`@cursor` was exempted from the token resolve, so `none` went to the
by-name search and the cast was dropped. It now means no unit, which is
the untargeted form of the verb; `/target [@none]` clears the target, as
documented. The other unit verbs no longer feed `none` to that search
either - it matches on the START of a name, so it would find a Nonek.
`/assist [@target] Bob` ignored Bob. `/target` and `/follow` both let a
trailing name win over an explicit `target=target`; assist did not.
`/use [@player] 0 1` used the wrong item. The position branches ran before
the bag branch, so a named slot was thrown away and the item re-found by
link - the first match anywhere, which with two stacks is the wrong one.
Every form now resolves to one item and goes through one call, which also
means a slot is aimed by `@unit` like a name is, and that `/use` always
uses: clicking a bag slot sells the item at a merchant and repairs it
under the repair cursor (`Script_UseContainerItem` branches on the
merchant GUID and on cursor mode 0x11), which a typed command must not do.
`GroupPasses` also stopped paying for an answer it discards. A group with
conditions only needs a token, so it asks `IsUnitToken` rather than
`pcall(UnitExists)` - the conditions test existence themselves. The
existence path keeps its single pcall, and a name, which costs an
object-manager search, is remembered for the rest of the pass.
70 lines
2.7 KiB
C++
70 lines
2.7 KiB
C++
// This file is part of ClassicAPI.
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//
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// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
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// of the GNU General Public License as published by the Free Software Foundation, either
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// version 3 of the License, or (at your option) any later version.
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//
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// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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// PURPOSE. See the GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
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// `C_Macro.SetMacroDisplay(macroSlot, value)` — the Lua door onto
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// `Macro::ShowTooltip::Publish`, for an addon that has its own macro parser
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// and wants the display done properly rather than by replacing the action
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// globals. See the ShowTooltip header for what publishing buys.
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//
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// Three states, which is all a publisher needs:
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//
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// SetMacroDisplay(1, "Frostbolt") -- resolve and show this
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// SetMacroDisplay(1, false) -- mine, nothing matched, show `?`
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// SetMacroDisplay(1, nil) -- released, our own parse resumes
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//
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// The value takes exactly the forms a `#showtooltip` line takes, so a
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// publisher hands over what it would have written in the macro and gets the
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// item-before-spell precedence, `item:N`, links, inventory slots and
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// `bag slot` for free.
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#include "Game.h"
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#include "macro/ShowTooltip.h"
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namespace Macro::Display {
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namespace {
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int __fastcall Script_C_Macro_SetMacroDisplay(void *L) {
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if (!Game::Lua::IsNumber(L, 1)) {
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Game::Lua::Error(L, "Usage: C_Macro.SetMacroDisplay(macroSlot, value)");
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return 0;
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}
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const int macroSlot = static_cast<int>(Game::Lua::ToNumber(L, 1));
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// Released when the value is absent or nil; claimed-but-unresolved for a
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// false or an empty string. `lua_type` reports NONE past the top of the
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// stack, so test the top rather than the type alone.
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const bool released = Game::Lua::GetTop(L) < 2 ||
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Game::Lua::Type(L, 2) == Game::Lua::TYPE_NIL;
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if (released) {
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Macro::ShowTooltip::Release(macroSlot);
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Game::Lua::PushBoolean(L, 0);
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return 1;
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}
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const char *value = Game::Lua::IsString(L, 2) ? Game::Lua::ToString(L, 2) : nullptr;
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Game::Lua::PushBoolean(L, Macro::ShowTooltip::Publish(macroSlot, value) ? 1 : 0);
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return 1;
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}
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void RegisterLuaFunctions() {
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Game::Lua::RegisterTableFunction("C_Macro", "SetMacroDisplay",
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&Script_C_Macro_SetMacroDisplay);
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}
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const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
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} // namespace
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} // namespace Macro::Display
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