pets get their action bar, macros arrive, and hunters draw the bow
- a hunter's or warlock's pet has its action bar now: attack, follow, stay, the pet's own spells with cooldowns and autocast sparkles - the macro system lands: the macro window, the icon chooser, /cast and /macro, and macros dragged onto the action bar - hunter shots look right at last: the bow draws and releases on the shot, and the arrow lays a spark trail its whole flight - the options window re-dresses in 1.12's own art with the classic dialog look, and gets a working search box and clickable steppers Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -336,6 +336,32 @@ pub(super) fn install_methods(lua: &Lua, m: &Table) -> mlua::Result<()> {
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set_spell_by_id(lua, &this, spell_id, name, false, false, None)
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})?,
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)?;
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// GameTooltip:SetPetAction(index) — the pet-bar hover (decision 0982). Only ever reached for a
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// SPELL slot: the reference's `PetActionButton_OnEnter` builds a token slot's tooltip inline
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// from `tooltipName`/`tooltipSubtext` and never calls this. A slot with no spell (a token, an
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// empty slot, an out-of-range index) is a no-op, leaving whatever was shown — the same shape
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// as SetSpell's out-of-range.
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m.set(
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"SetPetAction",
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lua.create_function(|lua, (this, index): (Table, usize)| {
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let (spell_id, name) = {
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let model = lua.app_data_mut::<Model>().expect("model app_data");
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match model
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.pet_bar
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.slots
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.get(index.saturating_sub(1))
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.filter(|s| !s.view.is_token)
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{
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Some(s) => match s.view.spell_id {
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Some(id) => (id, s.view.name.clone()),
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None => return Ok(()),
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},
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None => return Ok(()),
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}
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};
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set_spell_by_id(lua, &this, spell_id, name, false, false, None)
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})?,
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)?;
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// GameTooltip:SetPlayerBuff(index [, filter]) — the buff-bar hover: the aura variant (white
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// AuraDescription) + the duration-remaining line only this entry point appends
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// (byte-verified; remaining computed live off the aura's GetTime expiry — the TEXT shape is
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