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debug: add GO interaction diagnostics at every decision point
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Adds [GO-DIAG] WARNING-level logs at: - Right-click dispatch (raypick hit / re-interact with target) - interactWithGameObject entry + all BLOCKED paths - SMSG_SPELL_GO (wasInTimedCast, lastGoGuid, pendingGoGuid state) - SMSG_LOOT_RESPONSE (items, gold, guid) - Raypick candidate GO positions (entity pos + hit center + radius) These logs will pinpoint exactly where the interaction fails: - No GO-DIAG lines = GOs not in entity manager / not visible - Raypick GO pos=(0,0,0) = GO position not set from update block - BLOCKED = guard condition preventing interaction - SPELL_GO wasInTimedCast=false = timer race (already fixed)
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4 changed files with 34 additions and 3 deletions
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@ -695,6 +695,9 @@ void InventoryHandler::handleLootResponse(network::Packet& packet) {
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const bool wotlkLoot = isActiveExpansion("wotlk");
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if (!LootResponseParser::parse(packet, currentLoot_, wotlkLoot)) return;
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const bool hasLoot = !currentLoot_.items.empty() || currentLoot_.gold > 0;
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LOG_WARNING("[GO-DIAG] SMSG_LOOT_RESPONSE: guid=0x", std::hex, currentLoot_.lootGuid, std::dec,
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" items=", currentLoot_.items.size(), " gold=", currentLoot_.gold,
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" hasLoot=", hasLoot);
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if (!hasLoot && owner_.isCasting() && owner_.getCurrentCastSpellId() != 0 && lastInteractedGoGuid_ != 0) {
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LOG_DEBUG("Ignoring empty SMSG_LOOT_RESPONSE during gather cast");
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return;
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