0e1c3385e4
Merge the audited TokensWorth-derived modules and ClassicAPI-focused optimizations into the default branch.
284 lines
7.5 KiB
Lua
284 lines
7.5 KiB
Lua
-- Adapted from TokensWorth/ShaguTweaks-mods (MIT, original copyright GryllsAddons).
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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["Movable Unit Frames Extended"],
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description = T["Party frames, minimap, buffs, weapon buffs and debuffs can be moved while Ctrl+Shift are held."],
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expansions = { ["vanilla"] = true, ["tbc"] = nil },
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category = T["Unit Frames"],
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enabled = nil,
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})
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module.enable = function(self)
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ShaguTweaks_config = ShaguTweaks_config or {}
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ShaguTweaks_config["MoveUnitframesExtended"] = ShaguTweaks_config["MoveUnitframesExtended"] or {}
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local movedb = ShaguTweaks_config["MoveUnitframesExtended"]
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local unlocked = false
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local states = {}
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-- Turtle WoW places the first debuff at BuffButton32 in the layout this
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-- module targets. BuffButton16 from the original mod is intentionally not
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-- used here.
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local targets = {
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{ name = "PartyMemberFrame1" },
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{ name = "PartyMemberFrame2" },
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{ name = "PartyMemberFrame3" },
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{ name = "PartyMemberFrame4" },
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{ name = "Minimap", moveParent = true },
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{ name = "BuffButton0" },
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{ name = "BuffButton32" },
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{ name = "TempEnchant1" },
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}
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local function Resolve(target)
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local handle = _G[target.name]
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if not handle then return end
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local moveFrame = target.moveParent and handle:GetParent() or handle
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if not moveFrame then return end
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return handle, moveFrame
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end
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local function PositionKey(target, moveFrame)
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return (moveFrame.GetName and moveFrame:GetName()) or target.name
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end
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local function SavePosition(target, moveFrame)
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if not moveFrame then
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local _, resolved = Resolve(target)
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moveFrame = resolved
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end
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if not moveFrame then return end
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local left = moveFrame:GetLeft()
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local top = moveFrame:GetTop()
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if not left or not top then return end
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movedb[PositionKey(target, moveFrame)] = { left, top }
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end
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local function RestorePosition(target)
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local _, moveFrame = Resolve(target)
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if not moveFrame then return end
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local pos = movedb[PositionKey(target, moveFrame)]
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if not pos or not pos[1] or not pos[2] then return end
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moveFrame:SetMovable(true)
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if moveFrame.SetUserPlaced then moveFrame:SetUserPlaced(true) end
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moveFrame:ClearAllPoints()
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moveFrame:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", pos[1], pos[2])
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end
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local grid
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local function CreateGrid()
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if grid then return grid end
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grid = CreateFrame("Frame", nil, WorldFrame)
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grid:SetAllPoints(WorldFrame)
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grid:Hide()
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local size = 1
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local width = GetScreenWidth()
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local height = GetScreenHeight()
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local ratio = width / height
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local adjustedHeight = height * ratio
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local wStep = width / 64
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local hStep = adjustedHeight / 64
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for i = 0, 64 do
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local line = grid:CreateTexture(nil, i == 32 and "BORDER" or "BACKGROUND")
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if i == 32 then
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line:SetTexture(.8, .6, 0)
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else
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line:SetTexture(0, 0, 0, .2)
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end
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line:SetPoint("TOPLEFT", grid, "TOPLEFT", i * wStep - (size / 2), 0)
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line:SetPoint("BOTTOMRIGHT", grid, "BOTTOMLEFT", i * wStep + (size / 2), 0)
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end
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local rows = floor(height / hStep)
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local middle = floor(rows / 2)
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for i = 1, rows do
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local line = grid:CreateTexture(nil, i == middle and "BORDER" or "BACKGROUND")
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if i == middle then
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line:SetTexture(.8, .6, 0)
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else
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line:SetTexture(0, 0, 0, .2)
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end
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line:SetPoint("TOPLEFT", grid, "TOPLEFT", 0, -(i * hStep) + (size / 2))
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line:SetPoint("BOTTOMRIGHT", grid, "TOPRIGHT", 0, -(i * hStep + size / 2))
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end
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return grid
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end
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local function UnlockTarget(index, target)
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local handle, moveFrame = Resolve(target)
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if not handle or not moveFrame then return end
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states[index] = states[index] or {}
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local state = states[index]
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if state.active then return end
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state.active = true
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state.dragged = false
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state.handle = handle
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state.moveFrame = moveFrame
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state.onDragStart = handle:GetScript("OnDragStart")
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state.onDragStop = handle:GetScript("OnDragStop")
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if handle.IsMouseEnabled then
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state.mouseEnabled = handle:IsMouseEnabled() and true or false
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else
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state.mouseEnabled = nil
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end
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if moveFrame.IsMovable then
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state.movable = moveFrame:IsMovable() and true or false
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else
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state.movable = nil
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end
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if moveFrame.IsUserPlaced then
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state.userPlaced = moveFrame:IsUserPlaced() and true or false
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else
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state.userPlaced = nil
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end
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moveFrame:SetMovable(true)
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handle:EnableMouse(true)
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handle:RegisterForDrag("LeftButton")
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handle:SetScript("OnDragStart", function()
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state.dragged = true
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if moveFrame.SetUserPlaced then
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moveFrame:SetUserPlaced(true)
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end
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moveFrame:StartMoving()
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end)
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handle:SetScript("OnDragStop", function()
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moveFrame:StopMovingOrSizing()
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if state.dragged then
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SavePosition(target, moveFrame)
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end
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end)
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end
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local function LockTarget(index, target)
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local state = states[index]
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if not state or not state.active then return end
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local handle = state.handle
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local moveFrame = state.moveFrame
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if moveFrame then
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moveFrame:StopMovingOrSizing()
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-- Only persist an anchor if the user actually dragged this frame. The
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-- previous test version saved every frame whenever Ctrl+Shift was
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-- released, which could turn untouched default-managed UI elements into
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-- permanently absolute-positioned frames.
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if state.dragged then
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SavePosition(target, moveFrame)
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end
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if state.movable ~= nil then
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moveFrame:SetMovable(state.movable)
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end
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if not state.dragged
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and state.userPlaced ~= nil
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and moveFrame.SetUserPlaced then
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moveFrame:SetUserPlaced(state.userPlaced)
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end
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end
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if handle then
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handle:SetScript("OnDragStart", state.onDragStart)
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handle:SetScript("OnDragStop", state.onDragStop)
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if state.mouseEnabled ~= nil then
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handle:EnableMouse(state.mouseEnabled)
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end
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end
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state.active = false
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end
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local function UnlockAll()
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if unlocked then return end
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unlocked = true
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for i, target in ipairs(targets) do
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UnlockTarget(i, target)
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end
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CreateGrid():Show()
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end
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local function LockAll()
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if not unlocked then return end
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for i, target in ipairs(targets) do
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LockTarget(i, target)
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end
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if grid then grid:Hide() end
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unlocked = false
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end
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local function UpdateLockState()
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if API.IsShiftKeyDown() and API.IsControlKeyDown() then
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UnlockAll()
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else
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LockAll()
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end
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end
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local events = CreateFrame("Frame")
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events:RegisterEvent("PLAYER_ENTERING_WORLD")
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if API.modifierstate then
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events:RegisterEvent("MODIFIER_STATE_CHANGED")
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end
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events:SetScript("OnEvent", function()
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if event == "PLAYER_ENTERING_WORLD" then
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for _, target in ipairs(targets) do
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RestorePosition(target)
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end
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end
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UpdateLockState()
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end)
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-- ClassicAPI supplies MODIFIER_STATE_CHANGED. Only old/fallback environments
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-- use a throttled state check.
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if not API.modifierstate then
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events.elapsed = 0
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events:SetScript("OnUpdate", function()
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this.elapsed = this.elapsed + (arg1 or 0)
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if this.elapsed < .10 then return end
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this.elapsed = 0
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UpdateLockState()
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end)
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end
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for _, target in ipairs(targets) do
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RestorePosition(target)
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end
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UpdateLockState()
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end
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