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- added support for custom buff/debuff trackers to be able to track totems by name
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@ -28,6 +28,9 @@ function IceCustomBar.prototype:Enable(core)
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self:RegisterEvent("UNIT_PET", "UpdateCustomBarEvent")
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self:RegisterEvent("UNIT_PET", "UpdateCustomBarEvent")
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self:RegisterEvent("PLAYER_PET_CHANGED", "UpdateCustomBarEvent")
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self:RegisterEvent("PLAYER_PET_CHANGED", "UpdateCustomBarEvent")
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self:RegisterEvent("PLAYER_FOCUS_CHANGED", "UpdateCustomBarEvent")
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self:RegisterEvent("PLAYER_FOCUS_CHANGED", "UpdateCustomBarEvent")
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if self.unitClass == "SHAMAN" then
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self:RegisterEvent("PLAYER_TOTEM_UPDATE", "UpdateTotems")
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end
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if self.moduleSettings.auraIconScale == nil then
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if self.moduleSettings.auraIconScale == nil then
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self.moduleSettings.auraIconScale = 1
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self.moduleSettings.auraIconScale = 1
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@ -528,6 +531,25 @@ function IceCustomBar.prototype:GetAuraDuration(unitName, buffName)
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isMine = unitCaster == "player"
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isMine = unitCaster == "player"
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end
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end
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if self.unitClass == "SHAMAN" then
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for i=1,MAX_TOTEMS do
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local haveTotem, totemName, startTime, realDuration, icon = GetTotemInfo(i)
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if self.moduleSettings.maxDuration and self.moduleSettings.maxDuration ~= 0 then
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duration = self.moduleSettings.maxDuration
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else
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duration = realDuration
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end
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if ((self.moduleSettings.exactMatch and totemName:upper() == buffName:upper())
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or (not self.moduleSettings.exactMatch and string.match(totemName:upper(), buffName:upper()))) then
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endTime = startTime + realDuration
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remaining = endTime - GetTime()
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return duration, remaining, 1, icon, endTime
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end
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end
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end
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return nil, nil, nil, nil
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return nil, nil, nil, nil
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end
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end
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@ -535,6 +557,10 @@ function IceCustomBar.prototype:UpdateCustomBarEvent(event, unit)
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self:UpdateCustomBar(unit)
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self:UpdateCustomBar(unit)
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end
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end
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function IceCustomBar.prototype:UpdateTotems(event, totem)
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self:UpdateCustomBar(self.unit)
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end
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function IceCustomBar.prototype:UpdateCustomBar(unit, fromUpdate)
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function IceCustomBar.prototype:UpdateCustomBar(unit, fromUpdate)
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if unit and unit ~= self.unit and not (self.unit == "main hand weapon" or self.unit == "off hand weapon") then
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if unit and unit ~= self.unit and not (self.unit == "main hand weapon" or self.unit == "off hand weapon") then
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return
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return
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