LuaUtils.wrDebug("I am using Auto Shot:" + AutoShootActive());
LuaUtils.wrDebug("I am using Auto Shot(Lua):" + Lua.LuaDoString<bool>("return IsAutoRepeatAction(" + (SpellManager.GetSpellSlotId(SpellListManager.SpellIdByName("Auto Shot")) + 1) + ")"));
I've tried printing (wrDebug prints in-game) the checking of Auto Shoot, both with reading from memory
private readonly uint _wowBase = (uint)Memory.WowMemory.Memory.GetProcess().MainModule.BaseAddress;
return Memory.WowMemory.Memory.ReadInt32(_wowBase + 0x7E0BA0) > 0;
and as you can see above with Lua, with Auto Shot on action bar.
The Lua code, always prints True when auto shoot is active, where sometimes reading from memory prints false (even though it's using auto shot. This causes a lot of flickering with auto shot.
Is this a bug or?
If it's not a bug, is there any other way i can read if Auto Shot is active, without having the ability on the action bar?