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- made the threat module only display while the player is in combat or the player has some threat on his target
- added an option to only display the threat module while in a group. set by default
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@ -35,6 +35,7 @@ function IHUD_Threat.prototype:GetDefaultSettings()
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settings["enabled"] = false
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settings["enabled"] = false
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settings["aggroAlpha"] = 0.7
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settings["aggroAlpha"] = 0.7
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settings["usesDogTagStrings"] = false
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settings["usesDogTagStrings"] = false
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settings["onlyShowInGroups"] = true
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return settings
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return settings
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end
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end
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@ -81,6 +82,23 @@ function IHUD_Threat.prototype:GetOptions()
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order = 21
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order = 21
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}
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}
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opts["onlyShowInGroups"] = {
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type = 'toggle',
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name = 'Only show in groups',
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desc = 'Only show the threat bar if you are in a group or you have an active pet',
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get = function()
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return self.moduleSettings.onlyShowInGroups
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end,
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set = function(v)
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self.moduleSettings.onlyShowInGroups = v
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self:Redraw()
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end,
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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order = 22
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}
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return opts
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return opts
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end
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end
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@ -159,7 +177,13 @@ function IHUD_Threat.prototype:Update(unit)
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unit = self.unit
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unit = self.unit
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end
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end
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if not UnitExists("target") or not UnitCanAttack("player", "target") or UnitIsDead("target") or UnitIsFriend("player", "target") or UnitPlayerControlled("target") then
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if self.moduleSettings.onlyShowInGroups and (GetNumPartyMembers() == 0 and not UnitExists("pet")) then
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self:Show(false)
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return
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end
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if not UnitExists("target") or not UnitCanAttack("player", "target") or UnitIsDead("target")
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or UnitIsFriend("player", "target") or UnitPlayerControlled("target") then
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self:Show(false)
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self:Show(false)
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return
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return
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else
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else
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@ -169,6 +193,11 @@ function IHUD_Threat.prototype:Update(unit)
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local isTanking, threatState, scaledPercent, rawPercent = UnitDetailedThreatSituation("player", "target")
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local isTanking, threatState, scaledPercent, rawPercent = UnitDetailedThreatSituation("player", "target")
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local scaledPercentZeroToOne
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local scaledPercentZeroToOne
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if not self.combat and scaledPercent == 0 then
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self:Show(false)
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return
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end
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if not threatState or not scaledPercent or not rawPercent then
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if not threatState or not scaledPercent or not rawPercent then
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scaledPercentZeroToOne = 0
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scaledPercentZeroToOne = 0
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scaledPercent = 0
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scaledPercent = 0
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