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Range indicator is incorrect. #21

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rgswords opened this issue Sep 8, 2024 · 9 comments
Closed

Range indicator is incorrect. #21

rgswords opened this issue Sep 8, 2024 · 9 comments

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@rgswords
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rgswords commented Sep 8, 2024

image

As you can see, this is NOT melee range. Incorrect value whether locked or unlocked, for all targets.

@SabineWren
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It works for my level 1 test character. How do you reproduce that?

Screenshot from 2024-09-07 23-22-52

@SabineWren
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Do you have ranged macros with the wing clip texture?

@rgswords
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rgswords commented Sep 8, 2024

I do have a macro with the Wing Clip texture, but it's melee abilities: Wing Clip and Raptor Strike.

@SabineWren
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Does it still happen without that macro on your bars? What about on a level 1 hunter?

@rgswords
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rgswords commented Sep 8, 2024

Taking the macro off the main bar apparently fixes the behavior in showing the correct ranges as I move towards and away from the target. Aside from that, there are no melee abilities/icons on any of my bars. The macro itself uses the Wing Clip icon and is a simple spammable:
/cast Raptor Strike
/cast Wing Clip

  • Changing its icon to any other, including Raptor Strike, does allow the macro to be on the bars without affecting the range indicator.
  • A test macro with the Wing Clip icon to /say Testing icon does not break the range indicator.
  • A test macro with the Wing Clip icon that casts Raptor Strike AFTER Wing Clip (i.e. reverse the lines of the original) does not break the range indicator.
  • A test SuperMacro with the Wing Clip icon, first line #showtooltip Wing Clip and then the lines of the original macro also does not break the range indicator. (Not really usable as #showtooltip doesn't work quite correctly, having the character /say it)

Unfortunately I do not have room for a level 1 on this account. Please let me know if you have additional test cases.

@SabineWren
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Interesting... despite the action bar icon visibly changing based on macro contents, it seems GetActionTexture(slot) returns the initial texture set in the macro menu. The range check requires finding the spell on an action bar slot by texture. I'm able to create false positives by setting the initial texture to Wing Clip (Rogue Trip), then setting the macro to /cast Aimed Shot.

@SabineWren
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This isn't intuitive behavior. I could change it back to only looking at raw spells instead of macros.

@SabineWren
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SabineWren commented Sep 8, 2024

Still confused, since I can't replicate any of the points you mentioned. The macro either has a range-checked texture + any spell in range, or it doesn't. Regardless, requiring raw spellbook abilities on the action bar gives much more consistent behavior.

@SabineWren
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Fixed on release branch e281abd

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