From 84b31d3bbdcef7d1660667f3247fcd4a13db76d4 Mon Sep 17 00:00:00 2001 From: Kelsi Date: Thu, 12 Mar 2026 09:41:45 -0700 Subject: [PATCH] feat: show spell name in proc trigger combat text when spellId is known --- src/ui/game_screen.cpp | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/src/ui/game_screen.cpp b/src/ui/game_screen.cpp index 0713c116..3967d9f4 100644 --- a/src/ui/game_screen.cpp +++ b/src/ui/game_screen.cpp @@ -7081,10 +7081,15 @@ void GameScreen::renderCombatText(game::GameHandler& gameHandler) { snprintf(text, sizeof(text), "Resisted"); color = ImVec4(0.7f, 0.7f, 0.7f, alpha); // Grey for resist break; - case game::CombatTextEntry::PROC_TRIGGER: - snprintf(text, sizeof(text), "PROC!"); + case game::CombatTextEntry::PROC_TRIGGER: { + const std::string& procName = entry.spellId ? gameHandler.getSpellName(entry.spellId) : ""; + if (!procName.empty()) + snprintf(text, sizeof(text), "%s!", procName.c_str()); + else + snprintf(text, sizeof(text), "PROC!"); color = ImVec4(1.0f, 0.85f, 0.0f, alpha); // Gold for proc break; + } default: snprintf(text, sizeof(text), "%d", entry.amount); color = ImVec4(1.0f, 1.0f, 1.0f, alpha);