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fix: correct game-object quest objective handling and item count fallback
- SMSG_QUESTUPDATE_ADD_KILL: use absolute value of npcOrGoId when looking up required count from killObjectives (negative values = game objects) - applyPackedKillCountsFromFields: same fix — use abs(npcOrGoId) as map key so GO objective counts are stored with the correct entry key - SMSG_QUESTUPDATE_ADD_ITEM: also match quests via itemObjectives when requiredItemCounts is not yet populated (race at quest accept time) - Quest log and minimap sidebar: fall back to GO name cache for entries that return empty from getCachedCreatureName (interact/loot objectives)
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3 changed files with 44 additions and 6 deletions
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@ -380,6 +380,11 @@ void QuestLogScreen::render(game::GameHandler& gameHandler) {
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ImGui::TextColored(ImVec4(0.8f, 0.9f, 1.0f, 1.0f), "Tracked Progress");
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for (const auto& [entry, progress] : sel.killCounts) {
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std::string name = gameHandler.getCachedCreatureName(entry);
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if (name.empty()) {
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// Game object objective: fall back to GO name cache.
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const auto* goInfo = gameHandler.getCachedGameObjectInfo(entry);
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if (goInfo && !goInfo->name.empty()) name = goInfo->name;
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}
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if (name.empty()) name = "Unknown (" + std::to_string(entry) + ")";
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ImGui::BulletText("%s: %u/%u", name.c_str(), progress.first, progress.second);
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}
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