From f4279be074660cc8f3970bd58288e38df1527432 Mon Sep 17 00:00:00 2001 From: Meow <30401521+me0wg4ming@users.noreply.github.com> Date: Wed, 18 Feb 2026 16:34:35 +0100 Subject: [PATCH] fix for swingtimer still showing after target dies. fix for swingtimer still showing after target dies. --- modules/swingtimer.lua | 17 ++++++++++++++--- 1 file changed, 14 insertions(+), 3 deletions(-) diff --git a/modules/swingtimer.lua b/modules/swingtimer.lua index b7484b59..4df5c5ee 100644 --- a/modules/swingtimer.lua +++ b/modules/swingtimer.lua @@ -168,6 +168,15 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function () events:RegisterEvent("UNIT_INVENTORY_CHANGED") events:RegisterEvent("PLAYER_REGEN_DISABLED") events:RegisterEvent("PLAYER_REGEN_ENABLED") + events:RegisterEvent("PLAYER_TARGET_CHANGED") + + local function ResetSwingTimers() + swingState.mainhand.swinging = false + swingState.offhand.swinging = false + pfUI.swingtimer.mainhand:Hide() + pfUI.swingtimer.offhand:Hide() + pfUI.swingtimer:Hide() + end events:SetScript("OnEvent", function() if event == "AUTO_ATTACK_SELF" then @@ -180,9 +189,11 @@ pfUI:RegisterModule("swingtimer", "vanilla:tbc", function () elseif event == "PLAYER_REGEN_DISABLED" then UpdateWeaponSpeeds() elseif event == "PLAYER_REGEN_ENABLED" then - swingState.mainhand.swinging = false - swingState.offhand.swinging = false - pfUI.swingtimer:Hide() + ResetSwingTimers() + elseif event == "PLAYER_TARGET_CHANGED" then + if not UnitExists("target") or UnitIsDead("target") then + ResetSwingTimers() + end end end)