fix: key macro cooldown cache by macro ID instead of slot index

The macro primary spell cache was keyed by action bar slot index, so
switching characters or rearranging macros could return stale spell IDs
from the previous character's macro in that slot. Now keyed by macro ID,
which is stable per-macro regardless of which slot it occupies.
This commit is contained in:
Kelsi 2026-03-20 08:14:08 -07:00
parent bfbf590ee2
commit a103fb5168
2 changed files with 7 additions and 8 deletions

View file

@ -435,9 +435,9 @@ private:
void loadExtendedCostDBC();
std::string formatExtendedCost(uint32_t extendedCostId, game::GameHandler& gameHandler);
// Macro cooldown cache: maps macro slot index → resolved primary spell ID (0 = no spell found)
std::unordered_map<int, uint32_t> macroPrimarySpellCache_;
uint32_t resolveMacroPrimarySpellId(int slotIndex, game::GameHandler& gameHandler);
// Macro cooldown cache: maps macro ID → resolved primary spell ID (0 = no spell found)
std::unordered_map<uint32_t, uint32_t> macroPrimarySpellCache_;
uint32_t resolveMacroPrimarySpellId(uint32_t macroId, game::GameHandler& gameHandler);
// Death Knight rune bar: client-predicted fill (0.0=depleted, 1.0=ready) for smooth animation
float runeClientFill_[6] = {1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f};