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https://github.com/parnic/breakables.git
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- delay updates that are called while the player is in combat since secure buttons cannot be created/destroyed while in combat
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@ -38,9 +38,7 @@ function Breakables:OnInitialize()
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end
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function Breakables:OnEnable()
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-- would have used ITEM_PUSH here, but that seems to fire after looting and before the bag actually gets the item
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-- another alternative is to parse the chat msg, but that seems lame...however, that should only fire once as opposed to BAG_UPDATE's potential double-fire
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self:RegisterEvent("BAG_UPDATE", "OnItemReceived")
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self:RegisterEvents()
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CanMill = IsUsableSpell(GetSpellInfo(MillingId))
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CanProspect = IsUsableSpell(GetSpellInfo(ProspectingId))
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@ -53,6 +51,15 @@ function Breakables:OnEnable()
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end
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end
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function Breakables:RegisterEvents()
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-- would have used ITEM_PUSH here, but that seems to fire after looting and before the bag actually gets the item
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-- another alternative is to parse the chat msg, but that seems lame...however, that should only fire once as opposed to BAG_UPDATE's potential double-fire
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self:RegisterEvent("BAG_UPDATE", "OnItemReceived")
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self:RegisterEvent("PLAYER_REGEN_DISABLED", "OnEnterCombat")
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self:RegisterEvent("PLAYER_REGEN_ENABLED", "OnLeaveCombat")
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end
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function Breakables:OnDisable()
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self:UnregisterAllEvents()
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end
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@ -65,6 +72,19 @@ function Breakables:OnItemReceived(bag)
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self:FindBreakables()
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end
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function Breakables:OnEnterCombat()
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self.bCombat = true
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end
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function Breakables:OnLeaveCombat()
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self.bCombat = false
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if self.bPendingUpdate then
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self.bPendingUpdate = false
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self:FindBreakables()
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end
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end
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function Breakables:GetOptions()
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return {
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name = "Breakables",
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@ -152,6 +172,11 @@ function Breakables:OnMouseUp()
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end
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function Breakables:FindBreakables()
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if self.bCombat then
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self.bPendingUpdate = true
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return
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end
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local foundBreakables = {}
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local i=1
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local numBreakableStacks = 0
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