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Use ClassicAPI for action-bar mapping, spell IDs, and dynamic pfUI icons
GetActionInfo: - Add ClassicAPI.GetActionInfo wrapper; rewrite GetActionButtonInfo (Generic.lua) to use it and resolve names via GetSpellRecField / GetItem / GetMacroInfo, replacing the per-slot GameTooltip scan + texture heuristic. Powers reactive-ability slot detection. - Delete the dead SuperWoW-GetActionText copy of GetActionButtonInfo. Spell IDs in the index: - IndexSpells now uses ClassicAPI GetSpellInfo(slot, bookType), whose 10th return is the spellID, so every Spells entry carries .id (one call also replaces GetSpellName + GetSpellTexture). Dynamic pfUI action-button icons (pairs with the pfUI fork change): - GameTooltip.SetAction hook renders spells via ClassicAPI SetSpellByID(spell.id) instead of SetSpell(spellSlot, bookType) + manual rank text. Items stay location-based (instance data). - Drop the redundant GetActionSpellSlot -> GetSpellCooldown cooldown shim in the pfUI handler; pfUI now routes through the hooked GetActionCooldown when it defers macro scanning to us.
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@@ -5108,19 +5108,8 @@ function CleveRoids.IsReactive(name)
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return CleveRoids.reactiveSpells[spellName] ~= nil
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end
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function CleveRoids.GetActionButtonInfo(slot)
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local macroName, actionType, id = GetActionText(slot)
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if actionType == "MACRO" then
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return actionType, id, macroName
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elseif actionType == "SPELL" and id then
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local spellName = GetSpellRecField(id, "name")
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local rank = GetSpellRecField(id, "rank")
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return actionType, id, spellName, rank
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elseif actionType == "ITEM" and id then
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local item = CleveRoids.GetItem(id)
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return actionType, id, (item and item.name), (item and item.id)
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end
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end
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-- NOTE: CleveRoids.GetActionButtonInfo is defined in Extensions/Tooltip/Generic.lua
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-- (ClassicAPI GetActionInfo-based) and loads after this file.
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function CleveRoids.IsReactiveUsable(spellName)
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-- For Overpower, Revenge, and Riposte: ONLY use combat log tracking
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