From 5e5fb07de48d4353a7eb7b2d6545b47175f15b6c Mon Sep 17 00:00:00 2001 From: Liza Carvelli Date: Sun, 13 Apr 2025 08:44:56 +0200 Subject: [PATCH] Ignore far-away enemies in combat when they don't have a nameplate icon + are only spawned after an interaction --- Questionable/Controller/CombatController.cs | 13 ++++++++++--- 1 file changed, 10 insertions(+), 3 deletions(-) diff --git a/Questionable/Controller/CombatController.cs b/Questionable/Controller/CombatController.cs index 9306788d..a00bafcb 100644 --- a/Questionable/Controller/CombatController.cs +++ b/Questionable/Controller/CombatController.cs @@ -308,9 +308,16 @@ internal sealed class CombatController : IDisposable if (gameObjectStruct->FateId != 0) return (null, "FATE mob"); - bool expectQuestMarker = - Vector3.Distance(_clientState.LocalPlayer?.Position ?? Vector3.Zero, battleNpc.Position) < - MaxNameplateRange; + var ownPosition = _clientState.LocalPlayer?.Position ?? Vector3.Zero; + bool expectQuestMarker; + if (_currentFight.Data.SpawnType == EEnemySpawnType.FinishCombatIfAny) + expectQuestMarker = false; + else if (_currentFight.Data.SpawnType == EEnemySpawnType.OverworldEnemies && + Vector3.Distance(ownPosition, battleNpc.Position) >= MaxNameplateRange) + expectQuestMarker = false; + else + expectQuestMarker = true; + if (complexCombatData.Count > 0) { for (int i = 0; i < complexCombatData.Count; ++i) -- 2.30.2