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pfUI/modules/nampower.lua
T
Meow ee078cf1b2 Revert "namepower change"
This reverts commit 94335e683c.
2026-01-12 07:41:13 +01:00

762 lines
25 KiB
Lua

-- Nampower integration module
-- Provides spell queue indicator and enhanced cast information
-- Requires Nampower DLL: https://gitea.com/avitasia/nampower
pfUI:RegisterModule("nampower", "vanilla", function ()
-- Only load if Nampower is available
if not GetNampowerVersion then return end
-- Safe wrapper for SuperWoW's GetSpellNameAndRankForId (may not be available)
local function SafeGetSpellNameAndRank(spellId)
if not GetSpellNameAndRankForId then return nil, nil end
local success, name, rank = pcall(GetSpellNameAndRankForId, spellId)
if success then
return name, rank
end
return nil, nil
end
local rawborder, border = GetBorderSize()
-- Spell Queue Indicator
-- Shows the currently queued spell icon near the castbar
if C.unitframes.spellqueue == "1" then
local size = tonumber(C.unitframes.spellqueuesize) or 32
pfUI.spellqueue = CreateFrame("Frame", "pfSpellQueue", UIParent)
pfUI.spellqueue:SetFrameStrata("HIGH")
pfUI.spellqueue:SetWidth(size)
pfUI.spellqueue:SetHeight(size)
pfUI.spellqueue:Hide()
-- Position near player castbar if available
if pfUI.castbar and pfUI.castbar.player then
pfUI.spellqueue:SetPoint("LEFT", pfUI.castbar.player, "RIGHT", border*3, 0)
else
pfUI.spellqueue:SetPoint("CENTER", UIParent, "CENTER", 100, -100)
end
pfUI.spellqueue.icon = pfUI.spellqueue:CreateTexture("OVERLAY")
pfUI.spellqueue.icon:SetAllPoints(pfUI.spellqueue)
pfUI.spellqueue.icon:SetTexCoord(.08, .92, .08, .92)
UpdateMovable(pfUI.spellqueue)
CreateBackdrop(pfUI.spellqueue)
CreateBackdropShadow(pfUI.spellqueue)
-- Event codes from Nampower
local ON_SWING_QUEUED = 0
local ON_SWING_QUEUE_POPPED = 1
local NORMAL_QUEUED = 2
local NORMAL_QUEUE_POPPED = 3
local NON_GCD_QUEUED = 4
local NON_GCD_QUEUE_POPPED = 5
local queue = CreateFrame("Frame")
queue:RegisterEvent("SPELL_QUEUE_EVENT")
queue:SetScript("OnEvent", function()
local eventCode = arg1
local spellId = arg2
if eventCode == NORMAL_QUEUED or eventCode == NON_GCD_QUEUED or eventCode == ON_SWING_QUEUED then
-- Get spell texture from SpellInfo (SuperWoW) or GetSpellTexture
local texture
if SpellInfo then
local _, _, tex = SpellInfo(spellId)
texture = tex
end
if texture then
pfUI.spellqueue.icon:SetTexture(texture)
pfUI.spellqueue:Show()
end
elseif eventCode == NORMAL_QUEUE_POPPED or eventCode == NON_GCD_QUEUE_POPPED or eventCode == ON_SWING_QUEUE_POPPED then
pfUI.spellqueue:Hide()
end
end)
end
-- Enhanced Debuff Tracking using Nampower events
-- DEBUFF_ADDED_OTHER/DEBUFF_REMOVED_OTHER provide accurate debuff tracking with spellId
if libdebuff then
-- Storage for GUID-based debuff tracking
pfUI.nampower_debuffs = pfUI.nampower_debuffs or {}
local debuffdb = pfUI.nampower_debuffs
-- Get player GUID for tracking own debuffs
local playerGuid
local debuffTracker = CreateFrame("Frame")
debuffTracker:RegisterEvent("PLAYER_ENTERING_WORLD")
debuffTracker:RegisterEvent("DEBUFF_ADDED_OTHER")
debuffTracker:RegisterEvent("DEBUFF_REMOVED_OTHER")
debuffTracker:RegisterEvent("DEBUFF_ADDED_SELF")
debuffTracker:RegisterEvent("DEBUFF_REMOVED_SELF")
debuffTracker:SetScript("OnEvent", function()
if event == "PLAYER_ENTERING_WORLD" then
-- Cache player GUID
if UnitExists then
local _, guid = UnitExists("player")
playerGuid = guid
end
return
end
-- DEBUFF events: arg1=guid, arg2=slot, arg3=spellId, arg4=stackCount, arg5=auraLevel
local guid = arg1
local slot = arg2
local spellId = arg3
local stackCount = arg4
local auraLevel = arg5
if not guid or not spellId then return end
if event == "DEBUFF_ADDED_OTHER" or event == "DEBUFF_ADDED_SELF" then
-- Initialize storage for this GUID
if not debuffdb[guid] then debuffdb[guid] = {} end
-- Get spell info
local spellName, spellRank, texture
if SpellInfo then
spellName, spellRank, texture = SpellInfo(spellId)
end
if not spellName then
spellName, spellRank = SafeGetSpellNameAndRank(spellId)
end
if spellName then
-- Get duration from libdebuff's duration table or GetSpellRec
local duration = 0
if libdebuff.GetDuration then
duration = libdebuff:GetDuration(spellName, spellRank)
end
-- Try GetSpellRec for duration if libdebuff doesn't have it
if duration == 0 and GetSpellRec and spellId then
local success, spellRec = pcall(GetSpellRec, spellId)
if success and spellRec and spellRec.durationIndex and spellRec.durationIndex > 0 then
-- Duration index maps to spell duration - common values:
-- This is a rough approximation since we don't have the duration table
duration = 30 -- Default fallback
end
end
-- Store debuff data
debuffdb[guid][spellId] = {
spellId = spellId,
name = spellName,
rank = spellRank,
texture = texture,
stacks = stackCount or 1,
start = GetTime(),
duration = duration,
slot = slot,
auraLevel = auraLevel,
caster = (event == "DEBUFF_ADDED_SELF" or guid == playerGuid) and "player" or nil
}
-- Also update libdebuff's internal tracking if we have unit info
local unitName = UnitName and guid and UnitName(guid)
local unitLevel = UnitLevel and guid and UnitLevel(guid)
if unitName and duration > 0 then
libdebuff:AddEffect(unitName, unitLevel or 0, spellName, duration, "player")
end
end
elseif event == "DEBUFF_REMOVED_OTHER" or event == "DEBUFF_REMOVED_SELF" then
-- Remove debuff from tracking
if debuffdb[guid] and debuffdb[guid][spellId] then
debuffdb[guid][spellId] = nil
end
end
end)
-- Enhanced UnitDebuff function that uses Nampower data
-- This provides more accurate debuff information when available
local originalUnitDebuff = libdebuff.UnitDebuff
function libdebuff:UnitDebuffNampower(unit, id)
-- First try the original method
local effect, rank, texture, stacks, dtype, duration, timeleft, caster = originalUnitDebuff(self, unit, id)
-- If we have Nampower data for this unit, try to enhance it
if not UnitExists then return effect, rank, texture, stacks, dtype, duration, timeleft, caster end
local exists, guid = UnitExists(unit)
if not exists or not guid or not debuffdb[guid] then
return effect, rank, texture, stacks, dtype, duration, timeleft, caster
end
-- Find the debuff by slot
for spellId, data in pairs(debuffdb[guid]) do
if data.slot == id then
-- Use Nampower data for more accurate timing
if data.duration and data.duration > 0 and data.start then
duration = data.duration
timeleft = data.duration + data.start - GetTime()
if timeleft < 0 then timeleft = 0 end
caster = data.caster
stacks = data.stacks or stacks
end
break
end
end
return effect, rank, texture, stacks, dtype, duration, timeleft, caster
end
-- Expose enhanced function
pfUI.api.libdebuff_nampower = libdebuff.UnitDebuffNampower
end
-- Enhanced buff tracking using BUFF events
if C.unitframes.nampower_buffs == "1" then
pfUI.nampower_buffs = pfUI.nampower_buffs or {}
local buffdb = pfUI.nampower_buffs
local buffTracker = CreateFrame("Frame")
buffTracker:RegisterEvent("BUFF_ADDED_OTHER")
buffTracker:RegisterEvent("BUFF_REMOVED_OTHER")
buffTracker:RegisterEvent("BUFF_ADDED_SELF")
buffTracker:RegisterEvent("BUFF_REMOVED_SELF")
buffTracker:SetScript("OnEvent", function()
local guid = arg1
local slot = arg2
local spellId = arg3
local stackCount = arg4
local auraLevel = arg5
if not guid or not spellId then return end
if event == "BUFF_ADDED_OTHER" or event == "BUFF_ADDED_SELF" then
if not buffdb[guid] then buffdb[guid] = {} end
local spellName, spellRank, texture
if SpellInfo then
spellName, spellRank, texture = SpellInfo(spellId)
end
if not spellName then
spellName, spellRank = SafeGetSpellNameAndRank(spellId)
end
if spellName then
buffdb[guid][spellId] = {
spellId = spellId,
name = spellName,
rank = spellRank,
texture = texture,
stacks = stackCount or 1,
start = GetTime(),
slot = slot,
auraLevel = auraLevel
}
end
elseif event == "BUFF_REMOVED_OTHER" or event == "BUFF_REMOVED_SELF" then
if buffdb[guid] and buffdb[guid][spellId] then
buffdb[guid][spellId] = nil
end
end
end)
end
-- Direct Aura Access API using GetUnitField
-- Much faster than tooltip scanning - reads aura arrays directly from unit fields
if GetUnitField then
pfUI.api.GetUnitAuras = function(unit)
local auras = GetUnitField(unit, "aura")
local auraLevels = GetUnitField(unit, "auraLevels")
local auraStacks = GetUnitField(unit, "auraApplications")
if not auras then return nil end
local result = {}
for i = 1, 48 do
local spellId = auras[i]
if spellId and spellId > 0 then
local name, rank, texture
if SpellInfo then
name, rank, texture = SpellInfo(spellId)
end
if not name then
name, rank = SafeGetSpellNameAndRank(spellId)
end
result[i] = {
spellId = spellId,
name = name,
rank = rank,
texture = texture,
level = auraLevels and auraLevels[i] or 0,
stacks = auraStacks and auraStacks[i] or 1,
isBuff = i <= 32, -- First 32 slots are buffs, rest are debuffs
}
end
end
return result
end
-- Quick check if unit has specific aura by spellId
pfUI.api.UnitHasAura = function(unit, spellId)
local auras = GetUnitField(unit, "aura")
if not auras then return false end
for i = 1, 48 do
if auras[i] == spellId then return true, i end
end
return false
end
-- Get unit resistances directly
pfUI.api.GetUnitResistances = function(unit)
local res = GetUnitField(unit, "resistances")
if not res then return nil end
return {
armor = res[1] or 0,
holy = res[2] or 0,
fire = res[3] or 0,
nature = res[4] or 0,
frost = res[5] or 0,
shadow = res[6] or 0,
arcane = res[7] or 0
}
end
end
-- Reactive Spell Indicator using IsSpellUsable
-- Shows when reactive abilities like Overpower, Revenge, Execute are usable
if IsSpellUsable and C.unitframes.reactive_indicator == "1" then
local size = tonumber(C.unitframes.reactive_size) or 28
local _, class = UnitClass("player")
-- Reactive spells by class
local reactiveSpells = {
WARRIOR = {
{ name = "Overpower", texture = "Interface\\Icons\\Ability_MeleeDamage" },
{ name = "Revenge", texture = "Interface\\Icons\\Ability_Warrior_Revenge" },
{ name = "Execute", texture = "Interface\\Icons\\INV_Sword_48" },
},
ROGUE = {
{ name = "Riposte", texture = "Interface\\Icons\\Ability_Warrior_Challange" },
},
HUNTER = {
{ name = "Mongoose Bite", texture = "Interface\\Icons\\Ability_Hunter_SwiftStrike" },
{ name = "Counterattack", texture = "Interface\\Icons\\Ability_Warrior_Challange" },
},
}
local spells = reactiveSpells[class]
if spells then
pfUI.reactive = CreateFrame("Frame", "pfReactiveIndicator", UIParent)
pfUI.reactive:SetFrameStrata("HIGH")
local spellCount = table.getn(spells)
pfUI.reactive:SetWidth(size * spellCount + 4 * (spellCount - 1))
pfUI.reactive:SetHeight(size)
pfUI.reactive:SetPoint("CENTER", UIParent, "CENTER", 0, -200)
pfUI.reactive:Hide()
pfUI.reactive.icons = {}
for i, spell in ipairs(spells) do
local icon = CreateFrame("Frame", nil, pfUI.reactive)
icon:SetWidth(size)
icon:SetHeight(size)
icon:SetPoint("LEFT", pfUI.reactive, "LEFT", (i-1) * (size + 4), 0)
icon.texture = icon:CreateTexture(nil, "ARTWORK")
icon.texture:SetAllPoints(icon)
icon.texture:SetTexture(spell.texture)
icon.texture:SetTexCoord(.08, .92, .08, .92)
icon.glow = icon:CreateTexture(nil, "OVERLAY")
icon.glow:SetPoint("TOPLEFT", icon, "TOPLEFT", -4, 4)
icon.glow:SetPoint("BOTTOMRIGHT", icon, "BOTTOMRIGHT", 4, -4)
icon.glow:SetTexture(pfUI.media["img:glow"])
icon.glow:SetVertexColor(1, 1, 0, 0.8)
CreateBackdrop(icon)
icon:Hide()
icon.spellName = spell.name
pfUI.reactive.icons[i] = icon
end
UpdateMovable(pfUI.reactive)
pfUI.reactive:SetScript("OnUpdate", function()
local anyVisible = false
for _, icon in ipairs(this.icons) do
local usable = IsSpellUsable(icon.spellName)
if usable == 1 then
icon:Show()
anyVisible = true
else
icon:Hide()
end
end
if anyVisible then
this:Show()
else
this:Hide()
end
end)
end
end
-- Enhanced Cooldown Tracking API using GetSpellIdCooldown
if GetSpellIdCooldown then
pfUI.api.GetPreciseCooldown = function(spellId)
local cd = GetSpellIdCooldown(spellId)
if not cd then return nil end
return {
onCooldown = (cd.isOnCooldown or 0) == 1,
remaining = (cd.cooldownRemainingMs or 0) / 1000,
remainingMs = cd.cooldownRemainingMs or 0,
gcdRemaining = (cd.gcdCategoryRemainingMs or 0) / 1000,
gcdRemainingMs = cd.gcdCategoryRemainingMs or 0,
individualRemaining = (cd.individualRemainingMs or 0) / 1000,
categoryRemaining = (cd.categoryRemainingMs or 0) / 1000,
}
end
-- Item cooldown helper
pfUI.api.GetPreciseItemCooldown = function(itemId)
if not GetItemIdCooldown then return nil end
local cd = GetItemIdCooldown(itemId)
if not cd then return nil end
return {
onCooldown = (cd.isOnCooldown or 0) == 1,
remaining = (cd.cooldownRemainingMs or 0) / 1000,
remainingMs = cd.cooldownRemainingMs or 0,
}
end
end
-- UNIT_DIED event handling
-- Can be used to clear tracking data or trigger effects on unit death
local deathTracker = CreateFrame("Frame")
deathTracker:RegisterEvent("UNIT_DIED")
deathTracker:SetScript("OnEvent", function()
local guid = arg1
if not guid then return end
-- Clean up debuff tracking for dead units
if pfUI.nampower_debuffs and pfUI.nampower_debuffs[guid] then
pfUI.nampower_debuffs[guid] = nil
end
if pfUI.nampower_buffs and pfUI.nampower_buffs[guid] then
pfUI.nampower_buffs[guid] = nil
end
end)
-- Trinket Management API
if GetTrinkets then
pfUI.api.GetEquippedTrinkets = function()
local trinkets = GetTrinkets()
if not trinkets then return {} end
local equipped = {}
for _, trinket in pairs(trinkets) do
if trinket and trinket.bagIndex == nil then -- nil bagIndex = equipped
table.insert(equipped, trinket)
end
end
return equipped
end
pfUI.api.GetTrinketCooldown = function(slot)
if not GetTrinketCooldown then return nil end
local cd = GetTrinketCooldown(slot)
if cd == -1 or not cd then return nil end
return {
onCooldown = (cd.isOnCooldown or 0) == 1,
remaining = (cd.cooldownRemainingMs or 0) / 1000,
remainingMs = cd.cooldownRemainingMs or 0,
}
end
pfUI.api.UseTrinket = function(slot, target)
if not UseTrinket then return false end
return UseTrinket(slot, target) == 1
end
end
-- Nampower Item Stats API (use distinct name to avoid conflicts)
if GetItemStats then
pfUI.api.GetNampowerItemStats = function(itemId)
local success, stats = pcall(GetItemStats, itemId, true)
if not success or not stats then return nil end
return stats
end
-- Quick item level lookup
pfUI.api.GetNampowerItemLevel = function(itemId)
if GetItemLevel then
return GetItemLevel(itemId)
end
local success, stats = pcall(GetItemStats, itemId, true)
if success and stats and stats.itemLevel then
return stats.itemLevel
end
return nil
end
end
-- Spell Modifiers API for damage/heal predictions
if GetSpellModifiers then
pfUI.api.GetSpellBonus = function(spellId, modType)
-- modType: 0=DAMAGE, 1=DURATION, 6=RADIUS, 7=CRIT, 10=CAST_TIME, 14=COST, etc.
local flat, percent, hasmod = GetSpellModifiers(spellId, modType or 0)
return {
flat = flat or 0,
percent = percent or 0,
hasModifier = hasmod and hasmod ~= 0,
}
end
-- Common spell modifier lookups
pfUI.api.GetSpellDamageBonus = function(spellId)
return pfUI.api.GetSpellBonus(spellId, 0) -- DAMAGE
end
pfUI.api.GetSpellCritBonus = function(spellId)
return pfUI.api.GetSpellBonus(spellId, 7) -- CRITICAL_CHANCE
end
pfUI.api.GetSpellCostReduction = function(spellId)
return pfUI.api.GetSpellBonus(spellId, 14) -- COST
end
end
-- Inventory/Bag API
if GetBagItems then
pfUI.api.GetAllBagItems = function()
return GetBagItems()
end
pfUI.api.FindItem = function(itemIdOrName)
if FindPlayerItemSlot then
local bag, slot = FindPlayerItemSlot(itemIdOrName)
return bag, slot
end
return nil, nil
end
pfUI.api.UseItem = function(itemIdOrName, target)
if UseItemIdOrName then
return UseItemIdOrName(itemIdOrName, target) == 1
end
return false
end
end
-- Equipment Inspection API
if GetEquippedItems then
pfUI.api.GetPlayerEquipment = function()
return GetEquippedItems("player")
end
pfUI.api.GetTargetEquipment = function()
return GetEquippedItems("target")
end
pfUI.api.GetEquippedItemInfo = function(unit, slot)
if GetEquippedItem then
return GetEquippedItem(unit, slot)
end
return nil
end
end
-- Spell Lookup Helpers
if GetSpellIdForName then
pfUI.api.GetMaxRankSpellId = function(spellName)
return GetSpellIdForName(spellName)
end
end
if GetSpellSlotTypeIdForName then
pfUI.api.GetSpellSlotInfo = function(spellName)
local slot, bookType, spellId = GetSpellSlotTypeIdForName(spellName)
return {
slot = slot,
bookType = bookType,
spellId = spellId,
}
end
end
-- Queue Script API for advanced macro functionality
if QueueScript then
pfUI.api.QueueLuaScript = function(script, priority)
QueueScript(script, priority or 1)
end
end
if QueueSpellByName then
pfUI.api.QueueSpell = function(spellName)
QueueSpellByName(spellName)
end
end
-- Channel optimization
if ChannelStopCastingNextTick then
pfUI.api.StopChannelNextTick = function()
ChannelStopCastingNextTick()
end
end
-- Spell Database Access via GetSpellRec
if GetSpellRec then
pfUI.api.GetSpellRecord = function(spellId)
local success, rec = pcall(GetSpellRec, spellId)
if not success or not rec then return nil end
return {
spellId = spellId,
name = rec.name or "",
rank = rec.rank or "",
description = rec.description or "",
manaCost = rec.manaCost or 0,
baseLevel = rec.baseLevel or 0,
spellLevel = rec.spellLevel or 0,
maxLevel = rec.maxLevel or 0,
maxTargetLevel = rec.maxTargetLevel or 0,
maxTargets = rec.maxTargets or 0,
durationIndex = rec.durationIndex or 0,
powerType = rec.powerType or 0,
rangeIndex = rec.rangeIndex or 0,
speed = rec.speed or 0,
schoolMask = rec.schoolMask or 0,
runeCostID = rec.runeCostID or 0,
spellMissileID = rec.spellMissileID or 0,
iconID = rec.iconID or 0,
activeIconID = rec.activeIconID or 0,
nameSubtext = rec.nameSubtext or "",
castingTimeIndex = rec.castingTimeIndex or 0,
categoryRecoveryTime = rec.categoryRecoveryTime or 0,
recoveryTime = rec.recoveryTime or 0,
startRecoveryCategory = rec.startRecoveryCategory or 0,
startRecoveryTime = rec.startRecoveryTime or 0,
}
end
-- Get spell school (fire, frost, nature, etc.)
pfUI.api.GetSpellSchool = function(spellId)
local success, rec = pcall(GetSpellRec, spellId)
if not success or not rec or not rec.schoolMask then return nil end
local schools = {
[1] = "Physical",
[2] = "Holy",
[4] = "Fire",
[8] = "Nature",
[16] = "Frost",
[32] = "Shadow",
[64] = "Arcane",
}
return schools[rec.schoolMask] or "Unknown"
end
end
-- Disenchant All utility
if DisenchantAll then
pfUI.api.DisenchantAllItems = function()
DisenchantAll()
end
SLASH_PFDISENCHANTALL1 = "/disenchantall"
SLASH_PFDISENCHANTALL2 = "/dea"
SlashCmdList["PFDISENCHANTALL"] = function()
DisenchantAll()
DEFAULT_CHAT_FRAME:AddMessage("|cff33ffccpfUI|r: Disenchanting all eligible items...")
end
end
-- Enhanced Heal Prediction with AURA_CAST events
-- This helps libpredict detect HoT applications more accurately
if libpredict then
local auraCastFrame = CreateFrame("Frame")
auraCastFrame:RegisterEvent("AURA_CAST_ON_SELF")
auraCastFrame:RegisterEvent("AURA_CAST_ON_OTHER")
auraCastFrame:SetScript("OnEvent", function()
local casterGuid = arg1
local targetGuid = arg2
local spellId = arg3
if not spellId or not targetGuid then return end
-- Get spell name
local spellName
if SpellInfo then
spellName = SpellInfo(spellId)
end
if not spellName then
spellName = SafeGetSpellNameAndRank(spellId)
end
if not spellName then return end
-- Check if this is a HoT spell we care about
local hotSpells = {
["Rejuvenation"] = true,
["Renew"] = true,
["Regrowth"] = true,
["Verjüngung"] = true, -- German
["Erneuerung"] = true,
["Nachwachsen"] = true,
}
if hotSpells[spellName] then
-- Signal to libpredict that a HoT was applied
-- This can be used to update heal predictions
if pfUI.api.libpredict and pfUI.api.libpredict.OnHotApplied then
pfUI.api.libpredict:OnHotApplied(targetGuid, spellName, spellId)
end
end
end)
end
-- Swing Timer Integration
-- Track auto-attack swing timers for melee classes
local swingFrame = CreateFrame("Frame")
swingFrame.mainHand = { start = 0, speed = 0 }
swingFrame.offHand = { start = 0, speed = 0 }
swingFrame.ranged = { start = 0, speed = 0 }
swingFrame:RegisterEvent("PLAYER_ENTER_COMBAT")
swingFrame:RegisterEvent("PLAYER_LEAVE_COMBAT")
swingFrame:RegisterEvent("CHAT_MSG_COMBAT_SELF_HITS")
swingFrame:RegisterEvent("CHAT_MSG_COMBAT_SELF_MISSES")
swingFrame:SetScript("OnEvent", function()
if event == "PLAYER_ENTER_COMBAT" then
local mainSpeed, offSpeed = UnitAttackSpeed("player")
this.mainHand.speed = mainSpeed or 2
this.offHand.speed = offSpeed or 0
this.mainHand.start = GetTime()
if this.offHand.speed > 0 then
this.offHand.start = GetTime()
end
elseif event == "CHAT_MSG_COMBAT_SELF_HITS" or event == "CHAT_MSG_COMBAT_SELF_MISSES" then
-- Reset swing timer on hit/miss
local mainSpeed, offSpeed = UnitAttackSpeed("player")
this.mainHand.speed = mainSpeed or 2
this.mainHand.start = GetTime()
end
end)
pfUI.api.GetSwingTimers = function()
local now = GetTime()
local mainRemaining = swingFrame.mainHand.speed - (now - swingFrame.mainHand.start)
local offRemaining = swingFrame.offHand.speed > 0 and (swingFrame.offHand.speed - (now - swingFrame.offHand.start)) or 0
return {
mainHand = {
remaining = math.max(0, mainRemaining),
speed = swingFrame.mainHand.speed,
progress = swingFrame.mainHand.speed > 0 and (1 - math.max(0, mainRemaining) / swingFrame.mainHand.speed) or 0,
},
offHand = {
remaining = math.max(0, offRemaining),
speed = swingFrame.offHand.speed,
progress = swingFrame.offHand.speed > 0 and (1 - math.max(0, offRemaining) / swingFrame.offHand.speed) or 0,
},
}
end
end)