mirror of
https://github.com/brues-code/pfUI.git
synced 2026-09-30 03:06:01 +00:00
fixed swing timer to show bar fader for warrior and rogues again
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+34
-9
@@ -314,14 +314,28 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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pfUI.swingtimer.mainhand:Hide()
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swingState.ranged.nextSwing = GetTime() + swingState.ranged.speed
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swingState.ranged.swinging = true
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-- Reset for new cycle: start full
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pfUI.swingtimer.ranged.left:SetWidth(sw_width / 2)
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pfUI.swingtimer.ranged.left:SetTexCoord(0, 0.5, 0, 1)
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if isHunter then
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-- Hunter: left/right halves anchored to CENTER, shrink outside->in
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pfUI.swingtimer.ranged.left:ClearAllPoints()
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pfUI.swingtimer.ranged.left:SetPoint("RIGHT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
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pfUI.swingtimer.ranged.left:SetWidth(sw_width / 2)
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pfUI.swingtimer.ranged.left:SetTexCoord(0, 0.5, 0, 1)
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pfUI.swingtimer.ranged.right:SetWidth(sw_width / 2)
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pfUI.swingtimer.ranged.right:SetTexCoord(0.5, 1, 0, 1)
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else
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-- Non-Hunter: left anchored to TOPLEFT, grows left->right like MH/OH
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pfUI.swingtimer.ranged.left:ClearAllPoints()
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pfUI.swingtimer.ranged.left:SetPoint("TOPLEFT", pfUI.swingtimer.ranged, "TOPLEFT", 0, 0)
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pfUI.swingtimer.ranged.left:SetWidth(0.1)
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pfUI.swingtimer.ranged.left:Hide()
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pfUI.swingtimer.ranged.left:SetTexCoord(0, 0, 0, 1)
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pfUI.swingtimer.ranged.right:SetWidth(0.1)
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pfUI.swingtimer.ranged.right:Hide()
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end
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pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
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pfUI.swingtimer.ranged.right:SetWidth(sw_width / 2)
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pfUI.swingtimer.ranged.right:SetTexCoord(0.5, 1, 0, 1)
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pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
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pfUI.swingtimer.ranged.warn:SetWidth(1)
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pfUI.swingtimer.ranged.warn:Hide()
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pfUI.swingtimer.ranged:Show()
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@@ -402,24 +416,35 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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local p = elapsed / phase1dur -- 0 = full, 1 = gone
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local w = halfW * (1 - p)
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if w < 1 then w = 1 end
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pfUI.swingtimer.ranged.left:Show()
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pfUI.swingtimer.ranged.left:SetWidth(w)
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pfUI.swingtimer.ranged.left:SetTexCoord(0, (1 - p) * 0.5, 0, 1)
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pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
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pfUI.swingtimer.ranged.right:Show()
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pfUI.swingtimer.ranged.right:SetWidth(w)
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pfUI.swingtimer.ranged.right:SetTexCoord(1 - (1 - p) * 0.5, 1, 0, 1)
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pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
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pfUI.swingtimer.ranged.warn:SetWidth(1)
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pfUI.swingtimer.ranged.warn:Hide()
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else
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-- Phase 2: warning color grows from center->outside
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local p = 1 - (remaining / DEADZONE) -- 0 = nothing, 1 = full
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local w = sw_width * p
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if w < 1 then w = 1 end
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pfUI.swingtimer.ranged.left:SetWidth(0.1)
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pfUI.swingtimer.ranged.right:SetWidth(0.1)
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pfUI.swingtimer.ranged.left:Hide()
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pfUI.swingtimer.ranged.right:Hide()
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pfUI.swingtimer.ranged.warn:SetWidth(w)
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pfUI.swingtimer.ranged.warn:Show()
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end
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else
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-- Non-Hunter (Warrior Throw, Rogue): simple left->right fill like MH/OH
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local progress = 1 - (remaining / swingState.ranged.speed)
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local w = sw_width * progress
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if w < 1 then w = 1 end
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pfUI.swingtimer.ranged.left:Show()
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pfUI.swingtimer.ranged.left:SetWidth(w)
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pfUI.swingtimer.ranged.left:SetTexCoord(0, progress, 0, 1)
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pfUI.swingtimer.ranged.right:Hide()
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pfUI.swingtimer.ranged.warn:Hide()
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end
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if sw_showtext then
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if isHunter and remaining <= 0.5 then
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