- Hotfix an initialization issue caused by a stealth patch in the client addon API.

This commit is contained in:
Tercio
2018-08-09 00:39:13 -03:00
parent 2fb29a497d
commit 6ac2c37bef
7 changed files with 84 additions and 8 deletions
+55 -4
View File
@@ -103,6 +103,7 @@
local container_damage_target = _detalhes.container_type.CONTAINER_DAMAGETARGET_CLASS
local container_misc = _detalhes.container_type.CONTAINER_MISC_CLASS
local duel_candidates = _detalhes.duel_candidates
local OBJECT_TYPE_ENEMY = 0x00000040
local OBJECT_TYPE_PLAYER = 0x00000400
@@ -668,10 +669,16 @@
------------------------------------------------------------------------------------------------
--> firendly fire
if (
(_bit_band (alvo_flags, REACTION_FRIENDLY) ~= 0 and _bit_band (who_flags, REACTION_FRIENDLY) ~= 0) or --ajdt d' brx
(raid_members_cache [alvo_serial] and raid_members_cache [who_serial] and alvo_serial:find ("Player") and who_serial:find ("Player")) --amrl
if (
(
(_bit_band (alvo_flags, REACTION_FRIENDLY) ~= 0 and _bit_band (who_flags, REACTION_FRIENDLY) ~= 0) or --ajdt d' brx
(raid_members_cache [alvo_serial] and raid_members_cache [who_serial] and alvo_serial:find ("Player") and who_serial:find ("Player")) --amrl
)
and
(
--> if the target isn't a pvp duel target
not jogador_alvo.enemy and not este_jogador.enemy
)
) then
--> ignore soul link (damage from the warlock on his pet)
@@ -4340,6 +4347,50 @@ local SPELL_POWER_PAIN = SPELL_POWER_PAIN or (PowerEnum and PowerEnum.Pain) or 1
_detalhes:DispatchAutoRunCode ("on_leavecombat")
end
--> this is mostly triggered when the player enters in a dual against another player
function _detalhes.parser_functions:UNIT_FACTION (unit)
--> check if outdoors
--unit was nil, nameplate might bug here, it should track after the event
if (_detalhes.zone_type == "none" and unit) then
local serial = UnitGUID (unit)
--> the serial is valid and isn't the player?
if (serial and serial ~= UnitGUID ("player")) then
_detalhes.duel_candidates [serial] = GetTime()
local playerName = _detalhes:GetCLName (unit)
--> check if the player is inside the current combat and flag the objects
if (playerName and _current_combat) then
local enemyPlayer1 = _current_combat:GetActor (1, playerName)
local enemyPlayer2 = _current_combat:GetActor (2, playerName)
local enemyPlayer3 = _current_combat:GetActor (3, playerName)
local enemyPlayer4 = _current_combat:GetActor (4, playerName)
if (enemyPlayer1) then
--> set to show when the player is solo play
enemyPlayer1.grupo = true
enemyPlayer1.enemy = true
if (IsInGroup()) then
--> broadcast the enemy to group members so they can "watch" the damage
end
end
if (enemyPlayer2) then
enemyPlayer2.grupo = true
enemyPlayer2.enemy = true
end
if (enemyPlayer3) then
enemyPlayer3.grupo = true
enemyPlayer3.enemy = true
end
if (enemyPlayer4) then
enemyPlayer4.grupo = true
enemyPlayer4.enemy = true
end
end
end
end
end
function _detalhes.parser_functions:ROLE_CHANGED_INFORM (...)
if (_detalhes.last_assigned_role ~= _UnitGroupRolesAssigned ("player")) then
_detalhes:CheckSwitchOnLogon (true)