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feat(killaura): add RangeIndicator visual feedback #7555
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Adds a circle around the player showing the KillAura attack range: - Idle color (red) when no target in range - Active color (green) when targeting an enemy - Optional outline and wall range circle - Synced with KillAura Range and WallRange settings
- Add color modes: Static, Rainbow, Distance-based - Add pulse animation with configurable speed/intensity - Add fade animation for smooth state transitions - Add opponent range visualization - Add wall range circle option - Add conditions: hide when dead/spectator/in vehicle - Sync with KillAura Range and WallRange settings
Add visual range indicator to KillAura module showing attack range: - Circle around player indicating attack range - Color changes based on target state (idle/active) - Multiple color modes: Static, Rainbow, Distance-based - Pulse and fade animations - Optional circles for WallRange, ScanRange, OpponentRange Fully synced with KillAura settings: - Uses KillAura Range and WallRange values - Respects IgnoreOpenInventory setting - Hides when player is dead/spectator Useful for PvP to visualize attack range and spacing.
...luex/liquidbounce/features/module/modules/combat/killaura/features/KillAuraRangeIndicator.kt
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...luex/liquidbounce/features/module/modules/combat/killaura/features/KillAuraRangeIndicator.kt
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Address review feedback from MukjepScarlet
- Use startBatch/commitBatch for render optimization - Replace multiple if-returns with takeUnless - Extract drawRangeCircle helper to reduce duplication - Use scope functions (run, also) for cleaner code - Simplify getColor with when expression
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Looks fine to me. I must say, I would not use it myself, but I remember that this was a thing in many clients. Is this typically used? |
...luex/liquidbounce/features/module/modules/combat/killaura/features/KillAuraRangeIndicator.kt
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...luex/liquidbounce/features/module/modules/combat/killaura/features/KillAuraRangeIndicator.kt
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...luex/liquidbounce/features/module/modules/combat/killaura/features/KillAuraRangeIndicator.kt
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- Add missing renderEnvironmentForWorld import - Simplify renderHandler by inlining render call - Fix BracesOnIfStatements detekt errors - Reduce cognitive complexity of render() by extracting helper functions
...luex/liquidbounce/features/module/modules/combat/killaura/features/KillAuraRangeIndicator.kt
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- Merge showXXX booleans into color alpha (alpha 0 = hidden) - Simplify render logic by inlining helper functions - Remove redundant abs() check in updateColorFactor - Use canRender() instead of separate visibility checks
...luex/liquidbounce/features/module/modules/combat/killaura/features/KillAuraRangeIndicator.kt
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...luex/liquidbounce/features/module/modules/combat/killaura/features/KillAuraRangeIndicator.kt
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- Extract calculatePulse() and renderCircles() to reduce cognitive complexity - Add braces to all if/else branches
- Extract renderIndicator() to reduce render() cognitive complexity - Refactor canRender() to single expression (avoids BracesOnIfStatements)
...luex/liquidbounce/features/module/modules/combat/killaura/features/KillAuraRangeIndicator.kt
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- Add LivingEntity import - Use short type name instead of fully qualified
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| private fun WorldRenderEnvironment.drawRangeCircle(radius: Float, color: Color4b, outlineAlpha: Int = 255) { | ||
| drawGradientCircle(radius, 0f, color, color.with(a = 0)) |
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Color4b.TRANSPARENT
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Add visual range indicator to KillAura module showing attack range:
Fully synced with KillAura settings:
Example: Enable KillAura → RangeIndicator, and a circle appears
around you showing your attack range. Green when targeting, red when idle.
Useful for: PvP spacing, visualizing attack range, timing engagements.
Demo
test_compressed.mp4
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