restructuring, preparing for new changes
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--[[ $Id$ ]]
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local L = LibStub("AceLocale-3.0"):GetLocale("Bartender4")
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-- register module
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local StanceBarMod = Bartender4:NewModule("StanceBar", "AceEvent-3.0")
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-- fetch upvalues
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local ActionBars = Bartender4:GetModule("ActionBars")
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local ButtonBar = Bartender4.ButtonBar.prototype
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-- create prototype information
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local StanceBar = setmetatable({}, {__index = ButtonBar})
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local StanceButtonPrototype = CreateFrame("CheckButton")
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local StanceButton_MT = {__index = StanceButtonPrototype}
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local format = string.format
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local LBF = LibStub("LibButtonFacade", true)
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local KeyBound = LibStub("LibKeyBound-1.0")
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local defaults = { profile = Bartender4:Merge({
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enabled = true,
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scale = 1.5,
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}, Bartender4.ButtonBar.defaults) }
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function StanceBarMod:OnInitialize()
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self.db = Bartender4.db:RegisterNamespace("StanceBar", defaults)
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self:SetEnabledState(self.db.profile.enabled)
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end
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function StanceBarMod:OnEnable()
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if not self.bar then
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self.bar = setmetatable(Bartender4.ButtonBar:Create("StanceBar", self.db.profile, L["Stance Bar"]), {__index = StanceBar})
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self.bar:ClearSetPoint("CENTER")
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self.bar:SetScript("OnEvent", StanceBar.OnEvent)
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end
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self.bar:Enable()
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self:ToggleOptions()
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self.bar:RegisterEvent("PLAYER_ENTERING_WORLD")
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self.bar:RegisterEvent("UPDATE_SHAPESHIFT_FORMS")
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self.bar:RegisterEvent("SPELL_UPDATE_COOLDOWN")
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self.bar:RegisterEvent("SPELL_UPDATE_USABLE")
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self.bar:RegisterEvent("PLAYER_AURAS_CHANGED")
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self.bar:RegisterEvent("PLAYER_REGEN_ENABLED")
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self.bar:RegisterEvent("ACTIONBAR_PAGE_CHANGED")
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self:RegisterEvent("UPDATE_BINDINGS", "ReassignBindings")
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self:ReassignBindings()
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self.bar:ApplyConfig(self.db.profile)
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end
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function StanceBarMod:OnDisable()
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if not self.bar then return end
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self.bar:Disable()
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self:ToggleOptions()
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end
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StanceBarMod.button_count = 10
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function StanceBarMod:ApplyConfig()
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if not self:IsEnabled() then return end
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self.bar:ApplyConfig(self.db.profile)
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if GetNumShapeshiftForms() == 0 then
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self:Disable()
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end
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end
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function StanceBarMod:ReassignBindings()
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if InCombatLockdown() then return end
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if not self.bar or not self.bar.buttons then return end
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ClearOverrideBindings(self.bar)
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for i = 1, min(#self.bar.buttons, 10) do
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local button, real_button = ("SHAPESHIFTBUTTON%d"):format(i), ("BT4StanceButton%d"):format(i)
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for k=1, select('#', GetBindingKey(button)) do
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local key = select(k, GetBindingKey(button))
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SetOverrideBindingClick(self.bar, false, key, real_button)
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end
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end
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end
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function StanceButtonPrototype:Update()
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if not self:IsShown() then return end
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local id = self:GetID()
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local texture, name, isActive, isCastable = GetShapeshiftFormInfo(id)
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self.icon:SetTexture(texture)
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-- manage cooldowns
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if texture then
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self.cooldown:Show()
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else
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self.cooldown:Hide()
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end
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local start, duration, enable = GetShapeshiftFormCooldown(id)
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CooldownFrame_SetTimer(self.cooldown, start, duration, enable)
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if isActive then
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self:SetChecked(1)
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else
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self:SetChecked(0)
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end
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if isCastable then
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self.icon:SetVertexColor(1.0, 1.0, 1.0)
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else
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self.icon:SetVertexColor(0.4, 0.4, 0.4)
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end
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end
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function StanceButtonPrototype:GetHotkey()
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local key = GetBindingKey(format("SHAPESHIFTBUTTON%d", self:GetID())) or GetBindingKey("CLICK "..self:GetName()..":LeftButton")
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return key and KeyBound:ToShortKey(key)
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end
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function StanceButtonPrototype:GetBindings()
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local keys, binding = ""
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binding = format("SHAPESHIFTBUTTON%d", self:GetID())
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for i = 1, select('#', GetBindingKey(binding)) do
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local hotKey = select(i, GetBindingKey(binding))
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if keys ~= "" then
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keys = keys .. ', '
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end
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keys = keys .. GetBindingText(hotKey,'KEY_')
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end
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binding = "CLICK "..self:GetName()..":LeftButton"
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for i = 1, select('#', GetBindingKey(binding)) do
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local hotKey = select(i, GetBindingKey(binding))
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if keys ~= "" then
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keys = keys .. ', '
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end
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keys = keys.. GetBindingText(hotKey,'KEY_')
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end
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return keys
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end
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function StanceButtonPrototype:SetKey(key)
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SetBinding(key, format("SHAPESHIFTBUTTON%d", self:GetID()))
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end
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local actionTmpl = "Stance Button %d (%s)"
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function StanceButtonPrototype:GetActionName()
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local id = self:GetID()
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return format(actionTmpl, id, select(2, GetShapeshiftFormInfo(id)))
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end
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function StanceButtonPrototype:ClearSetPoint(...)
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self:ClearAllPoints()
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self:SetPoint(...)
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end
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local function onEnter(self, ...)
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self:OnEnter(...)
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KeyBound:Set(self)
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end
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function StanceBarMod:CreateStanceButton(id)
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local button = setmetatable(CreateFrame("CheckButton", "BT4StanceButton" .. id, self.bar, "ShapeshiftButtonTemplate"), StanceButton_MT)
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button:SetID(id)
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button.icon = _G[button:GetName() .. "Icon"]
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button.cooldown = _G[button:GetName() .. "Cooldown"]
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button.normalTexture = button:GetNormalTexture()
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button.normalTexture:SetTexture("")
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-- button.checkedTexture = button:GetCheckedTexture()
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-- button.checkedTexture:SetTexture("")
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button.OnEnter = button:GetScript("OnEnter")
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button:SetScript("OnEnter", onEnter)
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if LBF then
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local group = self.bar.LBFGroup
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button.LBFButtonData = {
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Button = button
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}
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group:AddButton(button, button.LBFButtonData)
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end
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return button
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end
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function StanceBar:ApplyConfig(config)
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ButtonBar.ApplyConfig(self, config)
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self:UpdateStanceButtons()
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self:ForAll("ApplyStyle", self.config.style)
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end
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StanceBar.button_width = 30
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StanceBar.button_height = 30
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function StanceBar:UpdateStanceButtons()
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local buttons = self.buttons or {}
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local num_stances = GetNumShapeshiftForms()
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local updateBindings = (num_stances > #buttons)
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for i = (#buttons+1), num_stances do
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buttons[i] = StanceBarMod:CreateStanceButton(i)
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end
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for i = 1, num_stances do
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buttons[i]:Show()
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buttons[i]:Update()
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end
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for i = num_stances+1, #buttons do
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buttons[i]:Hide()
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end
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StanceBarMod.button_count = num_stances
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if StanceBarMod.optionobject then
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StanceBarMod.optionobject.table.general.args.rows.max = num_stances
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end
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self.buttons = buttons
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self:UpdateButtonLayout()
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if updateBindings then
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StanceBarMod:ReassignBindings()
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end
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self.disabled = (GetNumShapeshiftForms() == 0) and true or nil
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end
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function StanceBar:OnEvent(event, ...)
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if event == "PLAYER_ENTERING_WORLD" or event == "UPDATE_SHAPESHIFT_FORMS" and not InCombatLockdown() then
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self:UpdateStanceButtons()
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else
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self:ForAll("Update")
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end
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end
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