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libpredict
Fixed heal prediction showing on hostile targets when healing friendly units via mouseover or click-to-cast
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+14
-3
@@ -196,12 +196,14 @@ pfUI.libdebuff_spell_start_self_hooks["libpredict"] = function(spellId, casterGu
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if not spellName then return end
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local pendingTarget = nil
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local pendingTargetGuid = nil
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local pending = pfUI.libpredict_pending_cast
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if pending and pending.spellName == spellName and pending.targetGuid
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and pending.time and (GetTime() - pending.time) < 1 then
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local name = UnitName(pending.targetGuid)
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if name and name ~= UNKNOWNOBJECT and name ~= UKNOWNBEING then
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pendingTarget = name
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pendingTargetGuid = pending.targetGuid
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end
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pending.spellId = nil
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pending.spellName = nil
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@@ -209,6 +211,8 @@ pfUI.libdebuff_spell_start_self_hooks["libpredict"] = function(spellId, casterGu
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pending.time = nil
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end
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local target = pendingTarget or resolveNameFromGuid(targetGuid) or senttarget or spell_queue[3]
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-- resolved GUID: prefer pendingTargetGuid (mouseover/click-to-cast), fall back to targetGuid
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local resolvedTargetGuid = pendingTargetGuid or targetGuid
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libpredict.sender.current_cast = spellName
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@@ -288,10 +292,17 @@ pfUI.libdebuff_spell_start_self_hooks["libpredict"] = function(spellId, casterGu
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return -- skip the generic Heal call below
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end
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-- If target is hostile (e.g. self-heal while targeting an enemy),
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-- store the heal under player instead so the player frame shows prediction.
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-- If the resolved heal target is itself hostile (e.g. self-cast heal while targeting an enemy),
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-- store the heal under the player so the player frame shows the prediction.
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-- Use resolvedTargetGuid (prefers pendingTargetGuid from mouseover/click-to-cast) so we
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-- don't wrongly fall back to player when healing a friend via mouseover with a foe in target.
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local healTarget = target
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if healTarget and UnitExists("target") and (UnitCanAttack("player", "target") or not UnitIsFriend("player", "target")) then
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local unitTargetGuid = GetUnitGUID and GetUnitGUID("target")
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local healTargetIsHostile = resolvedTargetGuid and unitTargetGuid
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and resolvedTargetGuid == unitTargetGuid
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and UnitExists("target")
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and (UnitCanAttack("player", "target") or not UnitIsFriend("player", "target"))
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if healTargetIsHostile then
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healTarget = player
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end
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libpredict:Heal(player, healTarget, amount, casttime)
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