mirror of
https://github.com/brues-code/pfUI.git
synced 2026-09-22 07:36:56 +00:00
862d3e30ee
* fixed swing timer incorrectly advancing when HITINFO_NOACTION is set (server did not move swing clock)
327 lines
12 KiB
Lua
327 lines
12 KiB
Lua
pfUI:RegisterModule("swingtimer", "vanilla:tbc", function ()
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local rawborder, border = GetBorderSize()
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-- Enable Nampower auto attack events
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if GetCVar and SetCVar then
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local success, value = pcall(GetCVar, "NP_EnableAutoAttackEvents")
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if success and value == "0" then
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pcall(SetCVar, "NP_EnableAutoAttackEvents", "1")
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end
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end
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-- HitInfo flags (from Nampower EVENTS.md)
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local HITINFO_LEFTSWING = 4 -- 0x4: Off-hand attack
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-- Swing state
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local swingState = {
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mainhand = { speed = 0, nextSwing = 0, swinging = false },
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offhand = { speed = 0, nextSwing = 0, swinging = false }
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}
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-- Create container frame
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pfUI.swingtimer = CreateFrame("Frame", "pfSwingTimer", UIParent)
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pfUI.swingtimer:SetFrameStrata("MEDIUM")
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pfUI.swingtimer:Hide()
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-- Config locals (read once at load, no per-frame lookups)
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local sw_width = tonumber(C.unitframes.swingtimerwidth) or 200
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local sw_height = tonumber(C.unitframes.swingtimerheight) or 12
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local sw_label = C.unitframes.swingtimerlabel ~= "0"
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local sw_oh = C.unitframes.swingtimeroh ~= "0"
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local sw_hs = C.unitframes.swingtimerhsqueue ~= "0"
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local sw_text = C.unitframes.swingtimertext ~= "0"
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local sw_fontsize = tonumber(C.unitframes.swingtimerfontsize) or 12
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-- swingtimertexture stores a pfUI.media key (e.g. "img:bar"), not a raw path
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local sw_texture = pfUI.media[C.unitframes.swingtimertexture] or pfUI.media["img:bar"]
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-- Mainhand bar
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pfUI.swingtimer.mainhand = CreateFrame("StatusBar", "pfSwingTimerMainhand", UIParent)
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pfUI.swingtimer.mainhand:SetPoint("CENTER", UIParent, "CENTER", 0, -100)
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pfUI.swingtimer.mainhand:SetWidth(sw_width)
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pfUI.swingtimer.mainhand:SetHeight(sw_height)
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pfUI.swingtimer.mainhand:SetMinMaxValues(0, 1)
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pfUI.swingtimer.mainhand:SetValue(0)
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pfUI.swingtimer.mainhand:SetStatusBarTexture(sw_texture)
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pfUI.swingtimer.mainhand:SetStatusBarColor(0.8, 0.3, 0.3, 1)
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pfUI.swingtimer.mainhand:Hide()
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pfUI.swingtimer.mainhand.text = pfUI.swingtimer.mainhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
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pfUI.swingtimer.mainhand.text:SetPoint("CENTER", pfUI.swingtimer.mainhand, "CENTER", 0, 0)
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pfUI.swingtimer.mainhand.text:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
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pfUI.swingtimer.mainhand.text:SetTextColor(1, 1, 1, 1)
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pfUI.swingtimer.mainhand.text:SetText("")
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if not sw_text then pfUI.swingtimer.mainhand.text:Hide() end
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pfUI.swingtimer.mainhand.label = pfUI.swingtimer.mainhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
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pfUI.swingtimer.mainhand.label:SetPoint("RIGHT", pfUI.swingtimer.mainhand, "LEFT", -4, 0)
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pfUI.swingtimer.mainhand.label:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
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pfUI.swingtimer.mainhand.label:SetTextColor(0.8, 0.8, 0.8, 1)
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pfUI.swingtimer.mainhand.label:SetText(sw_label and "MH" or "")
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CreateBackdrop(pfUI.swingtimer.mainhand)
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CreateBackdropShadow(pfUI.swingtimer.mainhand)
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-- Offhand bar
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pfUI.swingtimer.offhand = CreateFrame("StatusBar", "pfSwingTimerOffhand", UIParent)
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pfUI.swingtimer.offhand:SetPoint("TOP", pfUI.swingtimer.mainhand, "BOTTOM", 0, -4)
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pfUI.swingtimer.offhand:SetWidth(sw_width)
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pfUI.swingtimer.offhand:SetHeight(sw_height)
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pfUI.swingtimer.offhand:SetMinMaxValues(0, 1)
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pfUI.swingtimer.offhand:SetValue(0)
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pfUI.swingtimer.offhand:SetStatusBarTexture(sw_texture)
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pfUI.swingtimer.offhand:SetStatusBarColor(0.3, 0.8, 0.3, 1)
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pfUI.swingtimer.offhand:Hide()
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pfUI.swingtimer.offhand.text = pfUI.swingtimer.offhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
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pfUI.swingtimer.offhand.text:SetPoint("CENTER", pfUI.swingtimer.offhand, "CENTER", 0, 0)
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pfUI.swingtimer.offhand.text:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
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pfUI.swingtimer.offhand.text:SetTextColor(1, 1, 1, 1)
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pfUI.swingtimer.offhand.text:SetText("")
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if not sw_text then pfUI.swingtimer.offhand.text:Hide() end
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pfUI.swingtimer.offhand.label = pfUI.swingtimer.offhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
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pfUI.swingtimer.offhand.label:SetPoint("RIGHT", pfUI.swingtimer.offhand, "LEFT", -4, 0)
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pfUI.swingtimer.offhand.label:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
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pfUI.swingtimer.offhand.label:SetTextColor(0.8, 0.8, 0.8, 1)
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pfUI.swingtimer.offhand.label:SetText(sw_label and "OH" or "")
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CreateBackdrop(pfUI.swingtimer.offhand)
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CreateBackdropShadow(pfUI.swingtimer.offhand)
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-- HS/Cleave queue detection (Warrior only)
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-- Slots are cached on load and on actionbar changes to avoid per-frame texture lookups.
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local hsTrackedSlots = {}
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local cleaveTrackedSlots = {}
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local function UpdateHSCleaveSlots()
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local _, class = UnitClass("player")
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if class ~= "WARRIOR" or not sw_hs then return end
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hsTrackedSlots = {}
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cleaveTrackedSlots = {}
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for slot = 1, 120 do
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local texture = GetActionTexture(slot)
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local text = GetActionText(slot)
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if texture then
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-- Heroic Strike and Ambush share the same icon in 1.12.1
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if texture == "Interface\\Icons\\Ability_Rogue_Ambush" then
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tinsert(hsTrackedSlots, slot)
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elseif texture == "Interface\\Icons\\Ability_Warrior_Cleave" then
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tinsert(cleaveTrackedSlots, slot)
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elseif text then
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text = string.lower(text)
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if text == "heroic strike" or text == "heroicstrike" or text == "hs" then
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tinsert(hsTrackedSlots, slot)
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elseif text == "cleave" then
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tinsert(cleaveTrackedSlots, slot)
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end
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end
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end
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end
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end
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local function IsHSQueued()
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if not sw_hs then return false end
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for _, slot in ipairs(hsTrackedSlots) do
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if IsCurrentAction(slot) then return true end
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end
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return false
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end
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local function IsCleaveQueued()
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if not sw_hs then return false end
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for _, slot in ipairs(cleaveTrackedSlots) do
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if IsCurrentAction(slot) then return true end
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end
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return false
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end
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UpdateMovable(pfUI.swingtimer.mainhand)
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-- inventoryType numbers from ItemStats DBC:
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-- 17 = INVTYPE_WEAPON (one-hand, can go in either hand)
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-- 21 = INVTYPE_WEAPONOFFHAND
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-- Shields (14), Ranged (15/26), Relics (28) etc. must NOT trigger OH timer.
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local OH_SWINGABLE = { [17] = true, [21] = true }
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local function HasOffhandWeapon()
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if GetEquippedItem then
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local item = GetEquippedItem("player", 17)
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if not item or not item.itemId or item.itemId == 0 then return false end
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local invType = GetItemStatsField and GetItemStatsField(item.itemId, "inventoryType")
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if invType then
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return OH_SWINGABLE[invType] == true
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end
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end
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-- Fallback: vanilla API
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local link = GetInventoryItemLink("player", 17)
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if not link then return false end
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local _, _, _, _, _, _, _, _, invTypeStr = GetItemInfo(link)
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return invTypeStr == "INVTYPE_WEAPON" or invTypeStr == "INVTYPE_WEAPONOFFHAND"
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end
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local function UpdateWeaponSpeeds()
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if not GetUnitField then return end
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local mhSpeed = GetUnitField("player", "baseAttackTime")
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if mhSpeed and mhSpeed > 0 then
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swingState.mainhand.speed = mhSpeed / 1000
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end
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-- offhandAttackTime is populated by the server even for 2H / empty OH slot.
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-- Gate it on an actual swingable weapon in the offhand equipment slot.
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if HasOffhandWeapon() then
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local ohSpeed = GetUnitField("player", "offhandAttackTime")
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if ohSpeed and ohSpeed > 0 then
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swingState.offhand.speed = ohSpeed / 1000
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else
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swingState.offhand.speed = 0
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end
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else
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swingState.offhand.speed = 0
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end
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end
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local function StartSwing(isOffhand)
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local now = GetTime()
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-- Refresh speeds on every swing to catch haste changes mid-combat.
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UpdateWeaponSpeeds()
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if isOffhand and swingState.offhand.speed > 0 then
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swingState.offhand.nextSwing = now + swingState.offhand.speed
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swingState.offhand.swinging = true
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if sw_oh then pfUI.swingtimer.offhand:Show() end
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else
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swingState.mainhand.nextSwing = now + swingState.mainhand.speed
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swingState.mainhand.swinging = true
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pfUI.swingtimer.mainhand:Show()
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end
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pfUI.swingtimer:Show()
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end
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pfUI.swingtimer:SetScript("OnUpdate", function()
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local now = GetTime()
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local anyActive = false
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-- HS/Cleave colour coding (only recalculated when MH is active)
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local mhR, mhG, mhB = 0.8, 0.3, 0.3
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if sw_hs then
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if IsCleaveQueued() then
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mhR, mhG, mhB = 0.2, 0.9, 0.2
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elseif IsHSQueued() then
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mhR, mhG, mhB = 0.9, 0.9, 0.2
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end
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end
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if swingState.mainhand.swinging then
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local remaining = swingState.mainhand.nextSwing - now
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if remaining <= 0 then
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swingState.mainhand.swinging = false
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pfUI.swingtimer.mainhand:Hide()
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else
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local progress = 1 - (remaining / swingState.mainhand.speed)
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pfUI.swingtimer.mainhand:SetValue(progress)
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pfUI.swingtimer.mainhand:SetStatusBarColor(mhR, mhG, mhB, 1)
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if sw_text then
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pfUI.swingtimer.mainhand.text:SetText(string.format("%.1f", remaining))
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end
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anyActive = true
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end
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end
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if sw_oh and swingState.offhand.swinging then
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local remaining = swingState.offhand.nextSwing - now
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if remaining <= 0 then
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swingState.offhand.swinging = false
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pfUI.swingtimer.offhand:Hide()
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else
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local progress = 1 - (remaining / swingState.offhand.speed)
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pfUI.swingtimer.offhand:SetValue(progress)
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if sw_text then
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pfUI.swingtimer.offhand.text:SetText(string.format("%.1f", remaining))
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end
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anyActive = true
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end
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elseif not sw_oh then
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pfUI.swingtimer.offhand:Hide()
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end
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if not anyActive then
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this:Hide()
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end
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end)
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local events = CreateFrame("Frame")
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events:RegisterEvent("AUTO_ATTACK_SELF")
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events:RegisterEvent("PLAYER_ENTERING_WORLD")
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events:RegisterEvent("UNIT_INVENTORY_CHANGED")
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events:RegisterEvent("PLAYER_REGEN_DISABLED")
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events:RegisterEvent("PLAYER_REGEN_ENABLED")
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events:RegisterEvent("PLAYER_TARGET_CHANGED")
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events:RegisterEvent("UNIT_DIED")
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events:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
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local function ResetSwingTimers()
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swingState.mainhand.swinging = false
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swingState.offhand.swinging = false
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pfUI.swingtimer.mainhand:Hide()
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pfUI.swingtimer.offhand:Hide()
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pfUI.swingtimer:Hide()
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end
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-- Cache player GUID for UNIT_DIED comparison
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local playerGUID = nil
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events:SetScript("OnEvent", function()
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if event == "AUTO_ATTACK_SELF" then
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-- arg4 = hitInfo (Nampower EVENTS.md)
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local hitInfo = arg4 or 0
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-- HITINFO_NOACTION (65536): server did not advance the swing clock, ignore
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if bit.band(hitInfo, 65536) ~= 0 then return end
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local isOffhand = bit.band(hitInfo, HITINFO_LEFTSWING) ~= 0
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StartSwing(isOffhand)
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elseif event == "PLAYER_ENTERING_WORLD" then
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playerGUID = UnitExists and UnitGUID and UnitGUID("player") or nil
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UpdateWeaponSpeeds()
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UpdateHSCleaveSlots()
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elseif event == "UNIT_INVENTORY_CHANGED" then
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if arg1 and arg1 ~= "player" then return end
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UpdateWeaponSpeeds()
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UpdateHSCleaveSlots()
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-- Hide OH bar immediately if player unequipped their OH weapon
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if swingState.offhand.speed == 0 then
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swingState.offhand.swinging = false
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pfUI.swingtimer.offhand:Hide()
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end
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elseif event == "ACTIONBAR_SLOT_CHANGED" then
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UpdateHSCleaveSlots()
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elseif event == "PLAYER_REGEN_DISABLED" then
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UpdateWeaponSpeeds()
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elseif event == "PLAYER_REGEN_ENABLED" then
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ResetSwingTimers()
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elseif event == "PLAYER_TARGET_CHANGED" then
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if not UnitExists("target") or UnitIsDead("target") then
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ResetSwingTimers()
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end
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elseif event == "UNIT_DIED" then
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-- arg1 = guid of the unit that died (Nampower EVENTS.md)
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local guid = arg1
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if not guid then return end
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local targetGUID = UnitExists("target") and UnitGUID and UnitGUID("target") or nil
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if guid == targetGUID or guid == playerGUID then
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ResetSwingTimers()
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end
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end
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end)
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UpdateWeaponSpeeds()
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UpdateHSCleaveSlots()
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end) |