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buff/buffwatch: positional aura reads in hot refresh loops
buff.lua RefreshBuffButton runs 50x per PLAYER_AURAS_CHANGED and buffwatch.lua GetBuffData runs 32x per RefreshBuffBarFrame; both now use the zero-allocation positional C_UnitAuras.UnitAura instead of the table-allocating GetAuraDataByIndex. buffwatch also threads the aura's dispelType out of GetBuffData onto the frame.buffs row, so the debuff-bar colour reads it from the row instead of re-fetching the aura with GetDebuffDataByIndex on every name change. Cold single-lookups (hover/click tooltips) keep the readable table API.
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+7
-7
@@ -23,7 +23,7 @@ pfUI:RegisterModule("buff", function ()
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CreateBackdropShadow(buff)
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end
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local aura = C_UnitAuras.GetAuraDataByIndex("player", buff.id, buff.btype)
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local name, icon, count, dispelType, _, expirationTime, _, _, _, spellId = C_UnitAuras.UnitAura("player", buff.id, buff.btype)
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--detect weapon buffs
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if buff.btype == "HELPFUL" and ((C.buffs.separateweapons == "0" and buff.gid <= pfUI.buff.wepbuffs.count) or (pfUI.buff.wepbuffs.count > 0 and buff.weapon ~= nil)) then
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@@ -55,16 +55,16 @@ pfUI:RegisterModule("buff", function ()
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buff.texture:SetTexture(GetInventoryItemTexture("player", 17))
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buff.backdrop:SetBackdropBorderColor(GetItemQualityColor(GetInventoryItemQuality("player", 17) or 1))
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end
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elseif aura and (( buff.btype == "HARMFUL" and C.buffs.debuffs == "1" ) or ( buff.btype == "HELPFUL" and C.buffs.buffs == "1" )) then
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elseif name and (( buff.btype == "HARMFUL" and C.buffs.debuffs == "1" ) or ( buff.btype == "HELPFUL" and C.buffs.buffs == "1" )) then
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-- Set Buff Texture and Border
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buff.mode = buff.btype
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buff.expirationTime = aura.expirationTime
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buff.stackCount = aura.applications
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buff.spellId = aura.spellId
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buff.texture:SetTexture(aura.icon)
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buff.expirationTime = expirationTime
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buff.stackCount = count
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buff.spellId = spellId
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buff.texture:SetTexture(icon)
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if buff.btype == "HARMFUL" then
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local dispelColor = C_UnitAuras.GetAuraDispelTypeColor(aura.dispelName)
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local dispelColor = C_UnitAuras.GetAuraDispelTypeColor(dispelType)
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buff.backdrop:SetBackdropBorderColor(dispelColor:GetRGBA())
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else
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buff.backdrop:SetBackdropBorderColor(br,bg,bb,ba)
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