chore: hoist plugins to root and move main into Details/
Each Details_* plugin and the main Details addon now lives in its own repo-root folder, matching the Exiles fork-layout convention.
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local addonName, Details222 = ...
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local Details = _G.Details
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local _
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local ipairs = ipairs
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local _time = _G.time
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local timeMachine = Details.timeMachine
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local _tempo = _time()
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timeMachine.bIsEnabled = false
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local calculateTimeFor_PvP = function(self)
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for attributeType, thisDatabase in ipairs(self.playerDatabase) do
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for actorObject in pairs(thisDatabase) do
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if (not actorObject.last_event) then
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print("actor without last event, is destroyed?", actorObject.__destroyed, actorObject.__destroyedBy)
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end
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if (actorObject.last_event + 3 > _tempo) then
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if (actorObject.on_hold) then --the timer is on pause, turn it on
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Details222.TimeMachine.SetOrGetPauseState(actorObject, false)
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end
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else
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if (not actorObject.on_hold) then --not in pause, need to pause
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--check if the player is casting something that takes more than 3 seconds
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Details222.TimeMachine.SetOrGetPauseState(actorObject, true)
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end
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end
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end
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end
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end
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local calculateTimeFor_PvE = function(self)
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for attributeType, thisDatabase in ipairs(self.playerDatabase) do
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for actorObject in pairs(thisDatabase) do
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if (not actorObject.last_event) then
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print("actor without last event, is destroyed?", actorObject.__destroyed, actorObject.__destroyedBy)
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end
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if (actorObject.last_event + 10 > _tempo) then
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if (actorObject.on_hold) then --the timer is on pause, turn it on
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Details222.TimeMachine.SetOrGetPauseState(actorObject, false)
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end
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else
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if (not actorObject.on_hold) then --not in pause, need to pause
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--check if the player is casting something that takes more than 3 seconds
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Details222.TimeMachine.SetOrGetPauseState(actorObject, true)
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end
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end
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end
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end
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end
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function Details222.TimeMachine.Ticker()
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_tempo = _time()
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Details._tempo = _tempo
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Details:UpdateGears()
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if (Details.is_in_battleground or Details.is_in_arena) then
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return calculateTimeFor_PvP(timeMachine)
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else
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return calculateTimeFor_PvE(timeMachine)
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end
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end
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function Details222.TimeMachine.Start()
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timeMachine.updateTicker = Details.Schedules.NewTicker(1, Details222.TimeMachine.Ticker)
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timeMachine.bIsEnabled = true
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---@type table<actor, boolean>
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local storeDamageActors = setmetatable({}, Details.weaktable)
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---@type table<actor, boolean>
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local storeHealingActors = setmetatable({}, Details.weaktable)
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---@type {key1: table<actor, boolean>, key2: table<actor, boolean>}
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timeMachine.playerDatabase = {
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storeDamageActors, --store damage actors
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storeHealingActors --store healing actors
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}
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---@type combat
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local currentCombat = Details:GetCurrentCombat()
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---@type actorcontainer
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local damageContainer = currentCombat:GetContainer(DETAILS_ATTRIBUTE_DAMAGE)
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for _, actorObject in damageContainer:ListActors() do
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---@cast actorObject actor
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if (actorObject.dps_started) then
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Details222.TimeMachine.AddActor(actorObject)
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end
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end
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end
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---remove actors with __destroyed flag
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function Details222.TimeMachine.Cleanup()
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for attributeType, thisDatabase in ipairs(timeMachine.playerDatabase) do
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for actorObject in pairs(thisDatabase) do
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if (actorObject.__destroyed) then
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thisDatabase[actorObject] = nil
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end
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end
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end
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end
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function Details222.TimeMachine.Restart()
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Details:Destroy(timeMachine.playerDatabase[1])
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Details:Destroy(timeMachine.playerDatabase[2])
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---@type table<actor, boolean>
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local storeDamageActors = setmetatable({}, Details.weaktable)
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---@type table<actor, boolean>
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local storeHealingActors = setmetatable({}, Details.weaktable)
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---@type {key1: table<actor, boolean>, key2: table<actor, boolean>}
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timeMachine.playerDatabase = {
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storeDamageActors, --store damage actors
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storeHealingActors --store healing actors
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}
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end
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---@param actorObject actor
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function Details222.TimeMachine.RemoveActor(actorObject)
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local thisDatabase = timeMachine.playerDatabase[actorObject.tipo]
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--check if the database exists, the type could be wrong due to passing an resource or utility actor
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if (thisDatabase) then
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if (thisDatabase[actorObject]) then
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thisDatabase[actorObject] = nil
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end
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end
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end
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function Details222.TimeMachine.AddActor(actorObject)
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local thisDatabase = timeMachine.playerDatabase[actorObject.tipo]
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if (thisDatabase) then
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thisDatabase[actorObject] = true
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end
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end
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function Details222.TimeMachine.StopTime(actorObject)
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if (actorObject.end_time) then
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return
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end
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if (actorObject.on_hold) then
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Details222.TimeMachine.SetOrGetPauseState(actorObject, false)
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end
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actorObject.end_time = _tempo
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end
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---get the pause state or pause/unpause the timer of the player
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---@param actorObject actor
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---@param bIsPaused boolean|nil
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function Details222.TimeMachine.SetOrGetPauseState(actorObject, bIsPaused)
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if (bIsPaused == nil) then
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return actorObject.on_hold --return if the timer is paused or not
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elseif (bIsPaused) then --if true - pause the timer
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if (not actorObject.last_event) then
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print("actor without last event, is destroyed?", actorObject.__destroyed, actorObject.__destroyedBy)
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end
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actorObject.delay = math.floor(actorObject.last_event) --_tempo - 10
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if (actorObject.delay < actorObject.start_time) then
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actorObject.delay = actorObject.start_time
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end
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actorObject.on_hold = true
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else --if false - unpause the timer
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local diff = _tempo - actorObject.delay - 1
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if (diff > 0) then
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actorObject.start_time = actorObject.start_time + diff
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end
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actorObject.on_hold = false
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end
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end
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---@param self actor
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function Details:Tempo()
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if (self.pvp) then
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--pvp timer
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if (self.end_time) then --the timer of the player is locked
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local timer = self.end_time - self.start_time
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if (timer < 3) then
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timer = 3
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end
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return timer
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elseif (self.on_hold) then --the timer is paused
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local timer = self.delay - self.start_time
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if (timer < 3) then
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timer = 3
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end
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return timer
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else
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if (self.start_time == 0) then
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return 3
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end
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local timer = _tempo - self.start_time
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if (timer < 3) then
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if (Details.in_combat) then
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local combat_time = Details.tabela_vigente:GetCombatTime()
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if (combat_time < 3) then
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return combat_time
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end
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end
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timer = 3
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end
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return timer
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end
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else
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--pve timer
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if (self.end_time) then --the timer of the player is locked
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local timer = self.end_time - self.start_time
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if (timer < 10) then
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timer = 10
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end
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return timer
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elseif (self.on_hold) then --the timer is paused
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local timer = self.delay - self.start_time
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if (timer < 10) then
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timer = 10
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end
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return timer
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else
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if (self.start_time == 0) then
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return 10
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end
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local timer = _tempo - self.start_time
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if (timer < 10) then
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if (Details.in_combat) then
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---@type combat
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local currentCombat = Details:GetCurrentCombat()
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local combatTime = currentCombat:GetCombatTime()
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if (combatTime < 10) then
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return combatTime
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end
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end
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timer = 10
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end
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return timer
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end
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end
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end
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