260 lines
8.1 KiB
Lua
260 lines
8.1 KiB
Lua
local _G = ShaguTweaks.GetGlobalEnv()
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local T = ShaguTweaks.T
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local API = ShaguTweaks.API
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local module = ShaguTweaks:register({
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title = T["Debuff Timer"],
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description = T["Show debuff durations on the target unit frame."],
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expansions = { ["vanilla"] = true },
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category = T["Unit Frames"],
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enabled = true,
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})
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local libdebuff = ShaguTweaks.libdebuff
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local TimeConvert = ShaguTweaks.TimeConvert
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local function GetLegacyDebuff(index)
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if libdebuff and libdebuff.UnitDebuff then
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return libdebuff:UnitDebuff("target", index)
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end
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end
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local function NormalizeAuraString(value)
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return value and value ~= "" and value or nil
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end
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local function ResolveDebuffTiming(name, icon, stacks, dtype, duration, expirationTime, index, now)
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icon = NormalizeAuraString(icon)
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dtype = NormalizeAuraString(dtype)
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duration = duration and duration > 0 and duration or nil
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if duration and expirationTime and expirationTime > 0 then
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local timeleft = expirationTime - now
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if timeleft < 0 then timeleft = 0 end
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return name, nil, icon, stacks, dtype, duration, timeleft
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end
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-- ClassicAPI always knows the aura metadata, but expiration can be unknown
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-- when the client did not observe its application. Keep ShaguTweaks' old
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-- estimate only for that missing-timing case.
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if duration then
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local effect, rank, texture, legacyStacks, legacyType,
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legacyDuration, legacyTimeleft = GetLegacyDebuff(index)
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if effect then
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return name or effect, rank, icon or texture, stacks or legacyStacks,
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dtype or legacyType, legacyDuration, legacyTimeleft
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end
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end
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-- Duration 0 is a permanent/indefinite aura. Keep its metadata visible but
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-- do not create a fake cooldown.
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return name, nil, icon, stacks, dtype, nil, -1
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end
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local function GetTargetDebuff(index, now)
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-- Prefer ClassicAPI's positional accessor: same useful aura/timing data as
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-- AuraData, but no temporary Lua table allocation for every debuff button.
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if API and API.aurapositional and API.UnitDebuff then
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local name, icon, stacks, dtype, duration, expirationTime =
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API.UnitDebuff("target", index)
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if name then
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return ResolveDebuffTiming(name, icon, stacks, dtype, duration,
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expirationTime, index, now)
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end
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return
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end
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-- Compatibility with older ClassicAPI builds that only expose AuraData.
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local aura = API and API.GetDebuffDataByIndex and
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API.GetDebuffDataByIndex("target", index)
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if aura then
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return ResolveDebuffTiming(aura.name, aura.icon, aura.applications,
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aura.dispelName, aura.duration, aura.expirationTime, index, now)
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end
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return GetLegacyDebuff(index)
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end
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-- All readable debuff timers share one throttled updater. The old code attached
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-- one OnUpdate handler to every visible debuff, multiplying GetTime/SetText
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-- work as more auras appeared on the target.
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local timerUpdater = CreateFrame("Frame")
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local activeReadables = {}
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local activeCount = 0
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timerUpdater.elapsed = 0
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timerUpdater:Hide()
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local function DeactivateReadable(readable)
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if not readable then return end
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local index = readable.activeIndex
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if index then
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local last = activeReadables[activeCount]
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activeReadables[index] = last
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if last and last ~= readable then
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last.activeIndex = index
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end
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activeReadables[activeCount] = nil
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activeCount = activeCount - 1
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readable.activeIndex = nil
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end
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readable:Hide()
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if activeCount == 0 then
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timerUpdater.elapsed = 0
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timerUpdater:Hide()
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end
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end
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local function UpdateReadableText(readable, remaining)
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local text = TimeConvert(remaining)
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if readable.lastText ~= text then
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readable.lastText = text
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readable.text:SetText(text)
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end
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end
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local function ActivateReadable(readable, start, duration, timeleft)
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readable.start = start
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readable.duration = duration
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if not readable.activeIndex then
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activeCount = activeCount + 1
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activeReadables[activeCount] = readable
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readable.activeIndex = activeCount
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timerUpdater:Show()
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end
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local parent = readable:GetParent()
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if parent then
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local alpha = parent:GetAlpha()
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if readable.lastAlpha ~= alpha then
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readable.lastAlpha = alpha
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readable:SetAlpha(alpha)
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end
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end
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UpdateReadableText(readable, timeleft)
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readable:Show()
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end
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timerUpdater:SetScript("OnUpdate", function()
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this.elapsed = this.elapsed + arg1
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if this.elapsed < .1 then return end
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this.elapsed = 0
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local now = GetTime()
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local i = activeCount
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while i >= 1 do
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local readable = activeReadables[i]
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local parent = readable and readable:GetParent()
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if not readable or not parent then
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if readable then DeactivateReadable(readable) end
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else
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local remaining = readable.duration - (now - readable.start)
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if remaining >= 0 then
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local alpha = parent:GetAlpha()
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if readable.lastAlpha ~= alpha then
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readable.lastAlpha = alpha
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readable:SetAlpha(alpha)
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end
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UpdateReadableText(readable, remaining)
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else
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DeactivateReadable(readable)
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end
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end
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i = i - 1
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end
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end)
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local function CreateTextCooldown(cooldown)
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if cooldown.readable then return cooldown.readable end
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-- These overlays never need global frame names. Keeping them anonymous
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-- avoids collisions when several target debuffs are visible at once.
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cooldown.readable = CreateFrame("Frame", nil, cooldown:GetParent())
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cooldown.readable:SetAllPoints(cooldown)
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cooldown.readable:SetFrameLevel(cooldown:GetParent():GetFrameLevel() + 1)
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cooldown.readable.text = cooldown.readable:CreateFontString(nil, "OVERLAY")
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cooldown.readable.text:SetFont(STANDARD_TEXT_FONT, 10, "OUTLINE")
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cooldown.readable.text:SetPoint("CENTER", cooldown.readable, "CENTER", 0, 0)
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return cooldown.readable
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end
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module.enable = function(self)
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local HookTargetDebuffButton_Update = TargetDebuffButton_Update
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TargetDebuffButton_Update = function()
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HookTargetDebuffButton_Update()
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-- All buttons in this refresh share the same clock sample. Besides being
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-- cheaper, this keeps their displayed countdowns perfectly aligned.
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local now = GetTime()
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for i=1, MAX_TARGET_DEBUFFS do
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local effect, rank, texture, stacks, dtype, duration, timeleft =
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GetTargetDebuff(i, now)
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local button = _G["TargetFrameDebuff"..i]
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if button and not button.cd then
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button.cd = CreateFrame("Model", "TargetFrameDebuff"..i.."Cooldown", button, "CooldownFrameTemplate")
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button.cd.noCooldownCount = true
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button.cd:SetAllPoints()
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button.cd:SetScale(.6)
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button.cd:SetAlpha(.8)
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end
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local dCount = _G["TargetFrameDebuff" .. i .. "Count"]
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if button and dCount then
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if not dCount.fixup then
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dCount.fixup = true
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dCount:SetPoint("BOTTOMRIGHT", "TargetFrameDebuff" .. i, "BOTTOMRIGHT", 6, -3)
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end
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if stacks and stacks > 1 then
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local stackText = "|c0000ff3b" .. stacks
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if dCount.shaguStackText ~= stackText then
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dCount.shaguStackText = stackText
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dCount:SetText(stackText)
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end
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dCount:Show()
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else
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dCount.shaguStackText = nil
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dCount:Hide()
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end
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end
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local dBorder = _G["TargetFrameDebuff" .. i .. "Border"]
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if button and dBorder then
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local color = dtype and DebuffTypeColor[dtype] or DebuffTypeColor["none"]
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dBorder:SetVertexColor(color.r, color.g, color.b)
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end
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if button and effect and duration and timeleft and timeleft >= 0 then
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local start = now + timeleft - duration
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local readable = CreateTextCooldown(button.cd)
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if button.cd.shaguStart ~= start or button.cd.shaguDuration ~= duration then
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button.cd.shaguStart = start
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button.cd.shaguDuration = duration
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CooldownFrame_SetTimer(button.cd, start, duration, 1)
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end
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ActivateReadable(readable, start, duration, timeleft)
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button.cd:Show()
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elseif button then
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if button.cd.shaguDuration then
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button.cd.shaguStart = nil
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button.cd.shaguDuration = nil
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CooldownFrame_SetTimer(button.cd, 0, 0, 0)
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end
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if button.cd.readable then DeactivateReadable(button.cd.readable) end
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end
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end
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end
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end
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