The 0.1s rescan only caught timers that change without a loss of control
event: a refreshed debuff fires UNIT_AURA, and a second kick on a locked
school fires SPELL_UPDATE_COOLDOWN, after ClassicAPI has read the lockout
from the packet. The alert listens to both while it shows. pfUI's
cooldown text prints the time left on the icon, so the alert's own
countdown and LOSS_OF_CONTROL_SECONDS go.
A movable alert in the middle of the screen for the strongest active
effect from C_LossOfControl: icon, cooldown sweep, the effect's name and
the seconds left. A school lockout reads "<School> Locked". It opens on
LOSS_OF_CONTROL_ADDED / _UPDATE and rescans every 0.1s while shown,
because a refreshed debuff or a second kick changes the timer without an
event.
The labels are Classic Era's LOSS_OF_CONTROL_DISPLAY_* GlobalStrings,
added to each locale file. The README lists the alert and the dressing
room controls.
Replace the hardcoded per-locale ["class"] reverse-lookup tables (localized
class name -> token) with a runtime build in GetEnvironment:
L["class"] = tInvert(FillLocalizedClassList({}))
The client's own class list supplies the localized names for whatever locale is
running, so the tables were pure duplication -- and this also covers locales the
hardcoded tables never listed. Consumers (libunitscan, panel, socialmod) are
unchanged. Drop ["class"] from every locale file.
Rewrite libdebuff's duration lookups on ClassicAPI's C_UnitAuras, whose
expirationTime carries the real, talent-modified remaining time:
- GetDuration reads the live duration of a matching aura on the player
(C_UnitAuras.GetAuraDataBySpellName) instead of L["debuffs"][effect][rank].
- GetBestAuraCast reads the active aura's expirationTime directly rather than
scanning the ownDebuffs/allAuraCasts cast tables -- a unit only ever holds one
instance of a given spell, so that is inherently the effective one.
- GetMaxRank deleted (it only fed the old GetDuration); AddPending's
known-debuff guard removed.
The public tracking tables (pfUI.libdebuff_*) are untouched. Drop the now-unused
L["debuffs"] and L["dyndebuffs"] tables from every locale.
Nameplate totem/critter detection now uses UnitCreatureTypeID instead of
name-matching, so the L["totems"] and L["critters"] tables have no remaining
readers. Drop them from every locale file.
Both sub-tables carried per-locale strings only so pfUI's own code could
match against localized text. ClassicAPI's numeric item APIs replace
both:
- GetBagFamily now reads classID/subClassID from C_Item.GetItemInfoInstant
and switches on the numbers (class 1 = Container, class 11 = Quiver).
- eqcompare pulls the itemID from GameTooltip:GetItem(), fetches the
numeric invType via C_Item.GetItemInventoryTypeByID, and looks up the
destination slot(s) in a numeric slotTable keyed by Enum.InventoryType.
Pair-slot invtypes (finger / trinket / one-hand weapon) list both
destinations directly, so the "_other" string-concat hack is gone.
Removes the setglobal INVTYPE_* injection, the tooltip text scan, and
the itemtypes + bagtypes locale sub-tables across all 7 files.
Audited every consumer of pfUI_locale[*][key] across the codebase. Four
sub-tables have no non-locale-file readers left:
- hunterpaging — old auto-page trigger removed
- interrupts — replaced by Nampower SPELL_INTERRUPTED events
- spells — replaced by ClassicAPI Spell.dbc lookups
- icons — replaced by ClassicAPI C_Spell.GetSpellName / icon path
Removed the entries from all 7 locale files. ~18k dead lines gone,
~70% shrink per file.
* remove the bad notice in GUI
* set default interval to "2"
* prevent all frames of being updated at once
* refresh one unit after the other
* use textures insted of spellnames
* change interval settings to dropdown
* remove no longer required locales