pfUI:RegisterModule("swingtimer", "vanilla:tbc", function () local rawborder, border = GetBorderSize() -- Enable Nampower auto attack events if GetCVar and SetCVar then local success, value = pcall(GetCVar, "NP_EnableAutoAttackEvents") if success and value == "0" then pcall(SetCVar, "NP_EnableAutoAttackEvents", "1") end end -- HitInfo flags (from Nampower EVENTS.md) local HITINFO_LEFTSWING = 4 -- 0x4: Off-hand attack -- Swing state local swingState = { mainhand = { speed = 0, nextSwing = 0, swinging = false }, offhand = { speed = 0, nextSwing = 0, swinging = false } } -- Create container frame pfUI.swingtimer = CreateFrame("Frame", "pfSwingTimer", UIParent) pfUI.swingtimer:SetFrameStrata("MEDIUM") pfUI.swingtimer:Hide() local sw_width = tonumber(C.unitframes.swingtimerwidth) or 200 local sw_height = tonumber(C.unitframes.swingtimerheight) or 12 -- Mainhand bar pfUI.swingtimer.mainhand = CreateFrame("StatusBar", "pfSwingTimerMainhand", UIParent) pfUI.swingtimer.mainhand:SetPoint("CENTER", UIParent, "CENTER", 0, -100) pfUI.swingtimer.mainhand:SetWidth(sw_width) pfUI.swingtimer.mainhand:SetHeight(sw_height) pfUI.swingtimer.mainhand:SetMinMaxValues(0, 1) pfUI.swingtimer.mainhand:SetValue(0) pfUI.swingtimer.mainhand:SetStatusBarTexture(pfUI.media["img:bar"]) pfUI.swingtimer.mainhand:SetStatusBarColor(0.8, 0.3, 0.3, 1) pfUI.swingtimer.mainhand:Hide() pfUI.swingtimer.mainhand.text = pfUI.swingtimer.mainhand:CreateFontString("Status", "DIALOG", "GameFontNormal") pfUI.swingtimer.mainhand.text:SetPoint("CENTER", pfUI.swingtimer.mainhand, "CENTER", 0, 0) pfUI.swingtimer.mainhand.text:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE") pfUI.swingtimer.mainhand.text:SetTextColor(1, 1, 1, 1) pfUI.swingtimer.mainhand.text:SetText("") pfUI.swingtimer.mainhand.label = pfUI.swingtimer.mainhand:CreateFontString("Status", "DIALOG", "GameFontNormal") pfUI.swingtimer.mainhand.label:SetPoint("RIGHT", pfUI.swingtimer.mainhand, "LEFT", -4, 0) pfUI.swingtimer.mainhand.label:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE") pfUI.swingtimer.mainhand.label:SetTextColor(0.8, 0.8, 0.8, 1) pfUI.swingtimer.mainhand.label:SetText("MH") CreateBackdrop(pfUI.swingtimer.mainhand) CreateBackdropShadow(pfUI.swingtimer.mainhand) -- Offhand bar pfUI.swingtimer.offhand = CreateFrame("StatusBar", "pfSwingTimerOffhand", UIParent) pfUI.swingtimer.offhand:SetPoint("TOP", pfUI.swingtimer.mainhand, "BOTTOM", 0, -4) pfUI.swingtimer.offhand:SetWidth(sw_width) pfUI.swingtimer.offhand:SetHeight(sw_height) pfUI.swingtimer.offhand:SetMinMaxValues(0, 1) pfUI.swingtimer.offhand:SetValue(0) pfUI.swingtimer.offhand:SetStatusBarTexture(pfUI.media["img:bar"]) pfUI.swingtimer.offhand:SetStatusBarColor(0.3, 0.8, 0.3, 1) pfUI.swingtimer.offhand:Hide() pfUI.swingtimer.offhand.text = pfUI.swingtimer.offhand:CreateFontString("Status", "DIALOG", "GameFontNormal") pfUI.swingtimer.offhand.text:SetPoint("CENTER", pfUI.swingtimer.offhand, "CENTER", 0, 0) pfUI.swingtimer.offhand.text:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE") pfUI.swingtimer.offhand.text:SetTextColor(1, 1, 1, 1) pfUI.swingtimer.offhand.text:SetText("") pfUI.swingtimer.offhand.label = pfUI.swingtimer.offhand:CreateFontString("Status", "DIALOG", "GameFontNormal") pfUI.swingtimer.offhand.label:SetPoint("RIGHT", pfUI.swingtimer.offhand, "LEFT", -4, 0) pfUI.swingtimer.offhand.label:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE") pfUI.swingtimer.offhand.label:SetTextColor(0.8, 0.8, 0.8, 1) pfUI.swingtimer.offhand.label:SetText("OH") CreateBackdrop(pfUI.swingtimer.offhand) CreateBackdropShadow(pfUI.swingtimer.offhand) UpdateMovable(pfUI.swingtimer.mainhand) -- inventoryType numbers from ItemStats DBC: -- 17 = INVTYPE_WEAPON (one-hand, can go in either hand) -- 21 = INVTYPE_WEAPONOFFHAND local OH_SWINGABLE = { [17] = true, [21] = true } local function HasOffhandWeapon() if GetEquippedItem then local item = GetEquippedItem("player", 17) if not item or not item.itemId or item.itemId == 0 then return false end local invType = GetItemStatsField and GetItemStatsField(item.itemId, "inventoryType") if invType then return OH_SWINGABLE[invType] == true end end -- Fallback: vanilla API local link = GetInventoryItemLink("player", 17) if not link then return false end local _, _, _, _, _, _, _, _, invTypeStr = GetItemInfo(link) return invTypeStr == "INVTYPE_WEAPON" or invTypeStr == "INVTYPE_WEAPONOFFHAND" end local function UpdateWeaponSpeeds() if not GetUnitField then return end local mhSpeed = GetUnitField("player", "baseAttackTime") if mhSpeed and mhSpeed > 0 then swingState.mainhand.speed = mhSpeed / 1000 end if HasOffhandWeapon() then local ohSpeed = GetUnitField("player", "offhandAttackTime") if ohSpeed and ohSpeed > 0 then swingState.offhand.speed = ohSpeed / 1000 else swingState.offhand.speed = 0 end else swingState.offhand.speed = 0 end end local function StartSwing(isOffhand) local now = GetTime() UpdateWeaponSpeeds() if isOffhand and swingState.offhand.speed > 0 then swingState.offhand.nextSwing = now + swingState.offhand.speed swingState.offhand.swinging = true pfUI.swingtimer.offhand:Show() else swingState.mainhand.nextSwing = now + swingState.mainhand.speed swingState.mainhand.swinging = true pfUI.swingtimer.mainhand:Show() end pfUI.swingtimer:Show() end pfUI.swingtimer:SetScript("OnUpdate", function() local now = GetTime() local anyActive = false if swingState.mainhand.swinging then local remaining = swingState.mainhand.nextSwing - now if remaining <= 0 then swingState.mainhand.swinging = false pfUI.swingtimer.mainhand:Hide() else local progress = 1 - (remaining / swingState.mainhand.speed) pfUI.swingtimer.mainhand:SetValue(progress) pfUI.swingtimer.mainhand.text:SetText(string.format("%.1f", remaining)) anyActive = true end end if swingState.offhand.swinging then local remaining = swingState.offhand.nextSwing - now if remaining <= 0 then swingState.offhand.swinging = false pfUI.swingtimer.offhand:Hide() else local progress = 1 - (remaining / swingState.offhand.speed) pfUI.swingtimer.offhand:SetValue(progress) pfUI.swingtimer.offhand.text:SetText(string.format("%.1f", remaining)) anyActive = true end end if not anyActive then this:Hide() end end) local events = CreateFrame("Frame") events:RegisterEvent("AUTO_ATTACK_SELF") events:RegisterEvent("PLAYER_ENTERING_WORLD") 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 local hitInfo = arg4 or 0 if bit.band(hitInfo, 65536) ~= 0 then return end local isOffhand = bit.band(hitInfo, HITINFO_LEFTSWING) ~= 0 StartSwing(isOffhand) elseif event == "PLAYER_ENTERING_WORLD" then UpdateWeaponSpeeds() elseif event == "UNIT_INVENTORY_CHANGED" then if arg1 and arg1 ~= "player" then return end UpdateWeaponSpeeds() if swingState.offhand.speed == 0 then swingState.offhand.swinging = false pfUI.swingtimer.offhand:Hide() end elseif event == "PLAYER_REGEN_DISABLED" then UpdateWeaponSpeeds() elseif event == "PLAYER_REGEN_ENABLED" then ResetSwingTimers() elseif event == "PLAYER_TARGET_CHANGED" then if not UnitExists("target") or UnitIsDead("target") then ResetSwingTimers() end end end) UpdateWeaponSpeeds() end)