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nampower: Use SetSize, UnitClassBase and simplify icon logic
Replace SetWidth/SetHeight with SetSize for pfUI.spellqueue and reactive icons. Use UnitClassBase("player") to obtain the player's class token. Simplify reactive icon visibility by using SetShown and aggregating a single anyVisible flag, then calling SetShown on the parent frame. Minor readability and API modernization changes.
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+6
-16
@@ -15,8 +15,7 @@ pfUI:RegisterModule("nampower", function ()
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pfUI.spellqueue = CreateFrame("Frame", "pfSpellQueue", UIParent)
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pfUI.spellqueue:SetFrameStrata("HIGH")
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pfUI.spellqueue:SetWidth(size)
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pfUI.spellqueue:SetHeight(size)
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pfUI.spellqueue:SetSize(size, size)
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pfUI.spellqueue:Hide()
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-- Position near player castbar if available
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@@ -74,7 +73,7 @@ pfUI:RegisterModule("nampower", function ()
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-- Shows when reactive abilities like Overpower, Revenge, Execute are usable
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if C.unitframes.reactive_indicator == "1" then
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local size = tonumber(C.unitframes.reactive_size) or 28
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local _, class = UnitClass("player")
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local class = UnitClassBase("player")
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-- Reactive spells by class
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local reactiveSpells = {
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@@ -105,8 +104,7 @@ pfUI:RegisterModule("nampower", function ()
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pfUI.reactive.icons = {}
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for i, spell in ipairs(spells) do
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local icon = CreateFrame("Frame", nil, pfUI.reactive)
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icon:SetWidth(size)
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icon:SetHeight(size)
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icon:SetSize(size, size)
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icon:SetPoint("LEFT", pfUI.reactive, "LEFT", (i-1) * (size + 4), 0)
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icon.texture = icon:CreateTexture(nil, "ARTWORK")
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@@ -132,18 +130,10 @@ pfUI:RegisterModule("nampower", function ()
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local anyVisible = false
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for _, icon in ipairs(this.icons) do
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local usable = C_Spell.IsSpellUsable(icon.spellName)
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if usable then
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icon:Show()
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anyVisible = true
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else
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icon:Hide()
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end
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end
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if anyVisible then
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this:Show()
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else
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this:Hide()
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icon:SetShown(usable)
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anyVisible = anyVisible or usable
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end
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this:SetShown(anyVisible)
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end)
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end
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end
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