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feat: add /stopmacro support and low durability warning for equipped items
- /stopmacro [conditions] halts remaining macro commands; supports all existing macro conditionals ([combat], [nocombat], [mod:shift], etc.) via the sentinel action trick on evaluateMacroConditionals - macroStopped_ flag in GameScreen; executeMacroText resets and checks it after each command so /stopmacro mid-macro skips all subsequent lines - Emit a "X is about to break!" UI error + system chat when an equipped item's durability drops below 20% via SMSG_UPDATE_OBJECT field delta; warning fires once per threshold crossing (prevDur >= maxDur/5, newDur < maxDur/5)
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3 changed files with 52 additions and 0 deletions
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@ -12302,8 +12302,30 @@ void GameHandler::applyUpdateObjectBlock(const UpdateBlock& block, bool& newItem
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}
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} else if (key == itemDurField && isItemInInventory) {
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if (it->second.curDurability != val) {
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const uint32_t prevDur = it->second.curDurability;
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it->second.curDurability = val;
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inventoryChanged = true;
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// Warn once when durability drops below 20% for an equipped item.
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const uint32_t maxDur = it->second.maxDurability;
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if (maxDur > 0 && val < maxDur / 5u && prevDur >= maxDur / 5u) {
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// Check if this item is in an equip slot (not bag inventory).
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bool isEquipped = false;
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for (uint64_t slotGuid : equipSlotGuids_) {
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if (slotGuid == block.guid) { isEquipped = true; break; }
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}
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if (isEquipped) {
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std::string itemName;
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const auto* info = getItemInfo(it->second.entry);
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if (info) itemName = info->name;
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char buf[128];
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if (!itemName.empty())
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std::snprintf(buf, sizeof(buf), "%s is about to break!", itemName.c_str());
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else
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std::snprintf(buf, sizeof(buf), "An equipped item is about to break!");
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addUIError(buf);
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addSystemChatMessage(buf);
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}
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}
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}
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} else if (key == itemMaxDurField && isItemInInventory) {
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if (it->second.maxDurability != val) {
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