4ed7fb48cb
Camelot pose le cercle JcJ à l'échelle 0,8 en (20, -50) : des décalages comptés dans ses unités réduites, soit (16, -40) dans celles du cadre. Il était posé 10 px trop bas, sur le cercle du niveau. Le cercle et l'icône passent aussi sous le cercle du niveau, comme dans camelot. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
214 lines
6.6 KiB
Lua
214 lines
6.6 KiB
Lua
-- ForeverUI: player frame extras: PvP icon, raid group, play time and damage taken.
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-- They live in ForeverUI.PlayerFrame's overlayHolder (above the art) and move with the frame.
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-- Sizes and offsets: camelot PlayerFrame_ShowPvPIcon (circle at scale 0.8) and mainline
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-- PlayerFrame.xml (GroupIndicator, PlayerPlayTime, HitIndicator).
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local frame = ForeverUI.PlayerFrame
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local holder = frame.overlayHolder
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local PVP_CIRCLE = "ui-hud-unitframe-smallcircle"
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local PVP_FFA = "ui-hud-unitframe-player-pvp-ffaicon"
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local PVP_FACTION = {
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Alliance = "ui-hud-unitframe-smallcircle-alliance",
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Horde = "ui-hud-unitframe-smallcircle-horde",
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}
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local GROUP_LEFT = "ui-hud-unitframe-player-groupindicatorleft"
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local GROUP_RIGHT = "ui-hud-unitframe-player-groupindicatorright"
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local GROUP_MID = "_ui-hud-unitframe-player-groupindicatormid"
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local PLAYTIME_TIRED_ATLAS = "ui-hud-unitframe-player-playtimetired"
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local PLAYTIME_UNHEALTHY_ATLAS = "ui-hud-unitframe-player-playtimeunhealthy"
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-- ------------------------------------------------------------------- PvP
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-- camelot scales the circle by 0.8 and anchors it at (20, -50): offsets in its own scaled units,
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-- so (16, -40) in the frame's
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local PVP_SCALE = 0.8
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-- Under the level circle (ARTWORK) and its text, as in camelot (PvP in OVERLAY 3, level in
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-- OVERLAY 4): 3.3.5 has no sublevels, so both PvP textures go one layer down, the icon created
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-- after the circle
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local pvpCircle = holder:CreateTexture(nil, "BORDER")
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ForeverUI.SetAtlas(pvpCircle, PVP_CIRCLE)
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pvpCircle:SetPoint("TOP", frame, "TOPLEFT", 20 * PVP_SCALE, -50 * PVP_SCALE)
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pvpCircle:SetWidth(39 * PVP_SCALE)
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pvpCircle:SetHeight(39 * PVP_SCALE)
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pvpCircle:Hide()
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local pvpIcon = holder:CreateTexture(nil, "BORDER")
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pvpIcon:SetPoint("CENTER", pvpCircle, "CENTER", 0, 0)
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pvpIcon:Hide()
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local function updatePvP()
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local faction = UnitFactionGroup("player")
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if UnitIsPVPFreeForAll("player") then
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if ForeverUI.SetAtlas(pvpIcon, PVP_FFA) then
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pvpIcon:SetWidth(24 * PVP_SCALE)
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pvpIcon:SetHeight(27 * PVP_SCALE)
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pvpCircle:Show()
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pvpIcon:Show()
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return
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end
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elseif faction and faction ~= "Neutral" and UnitIsPVP("player") then
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local atlas = PVP_FACTION[faction]
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if atlas and ForeverUI.SetAtlas(pvpIcon, atlas) then
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pvpIcon:SetWidth(24 * PVP_SCALE)
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pvpIcon:SetHeight(27 * PVP_SCALE)
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pvpCircle:Show()
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pvpIcon:Show()
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return
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end
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end
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pvpCircle:Hide()
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pvpIcon:Hide()
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end
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-- ------------------------------------------------------------ raid group
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local groupIndicator = CreateFrame("Frame", nil, holder)
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groupIndicator:SetWidth(10)
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groupIndicator:SetHeight(16)
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groupIndicator:SetPoint("BOTTOMRIGHT", frame, "TOPLEFT", 210, -29)
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groupIndicator:Hide()
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local groupLeft = groupIndicator:CreateTexture(nil, "BACKGROUND")
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ForeverUI.SetAtlas(groupLeft, GROUP_LEFT)
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groupLeft:SetPoint("TOPLEFT")
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local groupRight = groupIndicator:CreateTexture(nil, "BACKGROUND")
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ForeverUI.SetAtlas(groupRight, GROUP_RIGHT)
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groupRight:SetPoint("TOPRIGHT")
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local groupMid = groupIndicator:CreateTexture(nil, "BACKGROUND")
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ForeverUI.SetAtlas(groupMid, GROUP_MID, true)
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groupMid:SetPoint("LEFT", groupLeft, "RIGHT")
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groupMid:SetPoint("RIGHT", groupRight, "LEFT")
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local groupText = groupIndicator:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
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groupText:SetAlpha(0.7)
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groupText:SetPoint("LEFT", 20, 2)
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local function updateGroup()
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local members = GetNumRaidMembers and GetNumRaidMembers() or 0
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if members == 0 then
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groupIndicator:Hide()
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return
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end
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local playerName = UnitName("player")
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for index = 1, members do
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local name, _, subgroup = GetRaidRosterInfo(index)
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if name == playerName and subgroup then
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groupText:SetText(GROUP .. " " .. subgroup)
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groupIndicator:SetWidth(groupText:GetWidth() + 40)
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groupIndicator:Show()
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return
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end
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end
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groupIndicator:Hide()
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end
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-- ------------------------------------------------------------- play time
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local playTime = CreateFrame("Frame", nil, holder)
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playTime:SetWidth(29)
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playTime:SetHeight(29)
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playTime:SetPoint("TOPLEFT", frame, "TOPRIGHT", -21, -24)
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playTime:EnableMouse(true)
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playTime:Hide()
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local playTimeIcon = playTime:CreateTexture(nil, "ARTWORK")
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playTimeIcon:SetAllPoints(playTime)
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playTime:SetScript("OnEnter", function(self)
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if not self.tooltip then
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return
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end
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GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
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GameTooltip:SetText(self.tooltip, nil, nil, nil, nil, true)
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end)
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playTime:SetScript("OnLeave", function()
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GameTooltip:Hide()
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end)
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local function updatePlayTime()
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if PartialPlayTime and PartialPlayTime() then
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ForeverUI.SetAtlas(playTimeIcon, PLAYTIME_TIRED_ATLAS, true)
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playTime.tooltip = PLAYTIME_TIRED
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playTime:Show()
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elseif NoPlayTime and NoPlayTime() then
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ForeverUI.SetAtlas(playTimeIcon, PLAYTIME_UNHEALTHY_ATLAS, true)
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playTime.tooltip = PLAYTIME_UNHEALTHY
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playTime:Show()
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else
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playTime:Hide()
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end
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end
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-- ---------------------------------------------------------- damage taken
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local hitText = holder:CreateFontString(nil, "OVERLAY", "NumberFontNormalHuge")
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hitText:SetPoint("CENTER", frame, "TOPLEFT", 54, -50)
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hitText:Hide()
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if CombatFeedback_Initialize then
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CombatFeedback_Initialize(frame, hitText, 30)
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end
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-- ---------------------------------------------------------------- events
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local extras = CreateFrame("Frame")
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extras:RegisterEvent("PLAYER_ENTERING_WORLD")
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extras:RegisterEvent("PLAYER_FLAGS_CHANGED")
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extras:RegisterEvent("UNIT_FACTION")
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extras:RegisterEvent("RAID_ROSTER_UPDATE")
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extras:RegisterEvent("PARTY_MEMBERS_CHANGED")
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extras:RegisterEvent("PLAYTIME_CHANGED")
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extras:RegisterEvent("UNIT_COMBAT")
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extras:SetScript("OnEvent", function(_self, event, unit, action, descriptor, damage, damageType)
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if event == "UNIT_COMBAT" then
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if unit == "player" and CombatFeedback_OnCombatEvent then
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CombatFeedback_OnCombatEvent(frame, action, descriptor, damage, damageType)
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end
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return
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end
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if event == "PLAYTIME_CHANGED" then
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updatePlayTime()
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return
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end
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if event == "RAID_ROSTER_UPDATE" or event == "PARTY_MEMBERS_CHANGED" then
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updateGroup()
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return
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end
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if event == "UNIT_FACTION" and unit ~= "player" then
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return
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end
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updatePvP()
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if event == "PLAYER_ENTERING_WORLD" then
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updateGroup()
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updatePlayTime()
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end
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end)
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-- The client's CombatFeedback code animates the damage text: UNIT_COMBAT feeds it (above)
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-- and it runs every frame, as in PlayerFrame_OnUpdate.
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extras:SetScript("OnUpdate", function(_self, elapsed)
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if CombatFeedback_OnUpdate then
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CombatFeedback_OnUpdate(frame, elapsed)
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end
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end)
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ForeverUI.PlayerFrameExtras = {
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pvpCircle = pvpCircle,
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pvpIcon = pvpIcon,
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groupIndicator = groupIndicator,
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groupText = groupText,
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playTime = playTime,
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playTimeIcon = playTimeIcon,
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hitText = hitText,
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updatePvP = updatePvP,
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updateGroup = updateGroup,
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updatePlayTime = updatePlayTime,
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}
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