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use pfUI's GetColorGradient instead of Fizzle colors
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@@ -81,14 +81,6 @@ pfUI:RegisterSkin("Character", function ()
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"AmmoSlot"
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}
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local DURABILITY_THRESHOLD_COLORS = {
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RED_FONT_COLOR,
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ORANGE_THREAT_COLOR,
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YELLOW_FONT_COLOR,
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INVASION_FONT_COLOR,
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PURE_GREEN_COLOR,
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}
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local function RefreshPetPosition()
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CharacterFrameTab3:ClearAllPoints()
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CharacterFrameTab3:SetPoint("LEFT", HasPetUI() and CharacterFrameTab2 or CharacterFrameTab1, "RIGHT", border*2 + 1, 0)
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@@ -112,11 +104,10 @@ pfUI:RegisterSkin("Character", function ()
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if C.character.inventory.durability == "1" then
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local current, maximum = GetInventoryItemDurability(slotId)
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if current and maximum and maximum > 0 then
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local pct = math.floor((current / maximum) * 100)
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local pct = floor((current / maximum) * 100)
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slot.durabilityText:SetText(pct .. "%")
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-- 0-20% red, 20-40% orange, 40-60% yellow, 60-80% invasion, 80-100% green
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local color = DURABILITY_THRESHOLD_COLORS[math.max(1, math.ceil(pct / 20))]
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slot.durabilityText:SetTextColor(color:GetRGB())
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local r, g, b = GetColorGradient(pct / 100)
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slot.durabilityText:SetTextColor(r, g, b)
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slot.durabilityText:Show()
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else
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slot.durabilityText:SetText("")
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