initial commit
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if not Cursive.superwow then
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return
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end
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local filter = {
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"infight",
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"alive",
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"hostile",
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"attackable",
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}
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filter.attackable = function(unit)
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return UnitCanAttack("player", unit) and true or false
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end
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filter.infight = function(unit)
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return UnitAffectingCombat(unit) and true or false
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end
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filter.alive = function(unit)
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return not UnitIsDead(unit) and true or false
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end
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filter.range = function(unit)
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return CheckInteractDistance(unit, 4) and true or false
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end
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filter.icon = function(unit)
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return GetRaidTargetIndex(unit) and true or false
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end
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filter.normal = function(unit)
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local elite = UnitClassification(unit)
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return elite == "normal" and true or false
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end
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filter.elite = function(unit)
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local elite = UnitClassification(unit)
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return (elite == "elite" or elite == "rareelite") and true or false
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end
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filter.hostile = function(unit)
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return UnitIsEnemy("player", unit) and true or false
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end
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filter.range = function(unit)
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return CheckInteractDistance(unit, 4) and true or false
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end
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Cursive.filter = filter
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function Cursive:ShouldDisplayGuid(guid)
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local exists, targetGuid = UnitExists("target")
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-- always show target if attackable
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if (targetGuid == guid) == true and filter.attackable(guid) then
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return true
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end
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-- always show raid marks if attackable
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if filter.icon(guid) and filter.attackable(guid) then
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return true
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end
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-- apply filters
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local shouldDisplay = true -- default to true
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-- otherwise apply filters
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for id, filter_name in pairs(Cursive.filter) do
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if filter[filter_name] then
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shouldDisplay = shouldDisplay and filter[filter_name](guid)
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end
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end
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return shouldDisplay
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end
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