режим предателя + UI референсы и DragonUI
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INVENTORY_ALERT_STATUS_SLOTS = {};
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INVENTORY_ALERT_STATUS_SLOTS[1] = {slot = "Head"};
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INVENTORY_ALERT_STATUS_SLOTS[2] = {slot ="Shoulders"};
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INVENTORY_ALERT_STATUS_SLOTS[3] = {slot ="Chest"};
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INVENTORY_ALERT_STATUS_SLOTS[4] = {slot ="Waist"};
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INVENTORY_ALERT_STATUS_SLOTS[5] = {slot ="Legs"};
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INVENTORY_ALERT_STATUS_SLOTS[6] = {slot ="Feet"};
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INVENTORY_ALERT_STATUS_SLOTS[7] = {slot ="Wrists"};
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INVENTORY_ALERT_STATUS_SLOTS[8] = {slot ="Hands"};
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INVENTORY_ALERT_STATUS_SLOTS[9] = {slot ="Weapon", showSeparate = 1};
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INVENTORY_ALERT_STATUS_SLOTS[10] = {slot ="Shield", showSeparate = 1};
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INVENTORY_ALERT_STATUS_SLOTS[11] = {slot ="Ranged", showSeparate = 1};
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INVENTORY_ALERT_COLORS = {};
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INVENTORY_ALERT_COLORS[1] = {r = 1, g = 0.82, b = 0.18};
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INVENTORY_ALERT_COLORS[2] = {r = 0.93, g = 0.07, b = 0.07};
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function DurabilityFrame_SetAlerts()
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local numAlerts = 0;
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local texture, color, showDurability;
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for index, value in pairs(INVENTORY_ALERT_STATUS_SLOTS) do
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texture = _G["Durability"..value.slot];
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if ( value.slot == "Shield" ) then
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if ( OffhandHasWeapon() ) then
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DurabilityShield:Hide();
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texture = DurabilityOffWeapon;
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else
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DurabilityOffWeapon:Hide();
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texture = DurabilityShield;
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end
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end
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color = INVENTORY_ALERT_COLORS[GetInventoryAlertStatus(index)];
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if ( color ) then
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texture:SetVertexColor(color.r, color.g, color.b, 1.0);
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if ( value.showSeparate ) then
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texture:Show();
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else
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showDurability = 1;
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end
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numAlerts = numAlerts + 1;
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else
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texture:SetVertexColor(1.0, 1.0, 1.0, 0.5);
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if ( value.showSeparate ) then
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texture:Hide();
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end
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end
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end
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for index, value in pairs(INVENTORY_ALERT_STATUS_SLOTS) do
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if ( not value.showSeparate ) then
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if ( showDurability ) then
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_G["Durability"..value.slot]:Show();
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else
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_G["Durability"..value.slot]:Hide();
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end
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end
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end
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if ( numAlerts > 0 and (not VehicleSeatIndicator:IsShown()) and ((not ArenaEnemyFrames) or (not ArenaEnemyFrames:IsShown())) ) then
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DurabilityFrame:Show();
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else
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DurabilityFrame:Hide();
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end
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end
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