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feat: apply buff expiry color warning to target aura timers
Target frame debuff/buff timers now use the same urgency colors as the player buff bar: white >30s, orange <30s, pulsing red <10s.
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1 changed files with 15 additions and 1 deletions
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@ -2857,10 +2857,24 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
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ImVec2 textSize = ImGui::CalcTextSize(timeStr);
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float cx = iconMin.x + (iconMax.x - iconMin.x - textSize.x) * 0.5f;
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float cy = iconMax.y - textSize.y - 1.0f;
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// Color by urgency (matches player buff bar)
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ImU32 tTimerColor;
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if (tRemainMs < 10000) {
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float pulse = 0.7f + 0.3f * std::sin(
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static_cast<float>(ImGui::GetTime()) * 6.0f);
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tTimerColor = IM_COL32(
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static_cast<int>(255 * pulse),
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static_cast<int>(80 * pulse),
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static_cast<int>(60 * pulse), 255);
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} else if (tRemainMs < 30000) {
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tTimerColor = IM_COL32(255, 165, 0, 255);
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} else {
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tTimerColor = IM_COL32(255, 255, 255, 255);
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}
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ImGui::GetWindowDrawList()->AddText(ImVec2(cx + 1, cy + 1),
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IM_COL32(0, 0, 0, 200), timeStr);
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ImGui::GetWindowDrawList()->AddText(ImVec2(cx, cy),
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IM_COL32(255, 255, 255, 255), timeStr);
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tTimerColor, timeStr);
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}
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// Stack / charge count — upper-left corner
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