{
private readonly QuestController _questController;
private readonly IGameGui _gameGui;
+ private readonly IClientState _clientState;
private readonly Configuration _configuration;
- public DebugOverlay(QuestController questController, IGameGui gameGui, Configuration configuration)
+ public DebugOverlay(QuestController questController, IGameGui gameGui, IClientState clientState,
+ Configuration configuration)
: base("Questionable Debug Overlay###QuestionableDebugOverlay",
ImGuiWindowFlags.NoTitleBar | ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoBackground |
ImGuiWindowFlags.NoInputs | ImGuiWindowFlags.NoSavedSettings, true)
{
_questController = questController;
_gameGui = gameGui;
+ _clientState = clientState;
_configuration = configuration;
Position = Vector2.Zero;
for (int i = currentQuest.Step; i <= sequence.Steps.Count; ++i)
{
QuestStep? step = sequence.FindStep(i);
- if (step == null || step.Position == null || step.Disabled)
+ if (step == null ||
+ step.Position == null ||
+ step.Disabled ||
+ step.TerritoryId != _clientState.TerritoryType)
continue;
bool visible = _gameGui.WorldToScreen(step.Position.Value, out Vector2 screenPos);