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fix: apply interruptibility coloring to boss frame cast bars
Boss encounter frames were still using the old fixed orange/red cast bar color. Update them to match the target frame: green = interruptible, red = SPELL_ATTR_EX_NOT_INTERRUPTIBLE, both pulse at >80% completion.
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279b4de09a
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1 changed files with 7 additions and 3 deletions
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@ -11138,13 +11138,17 @@ void GameScreen::renderBossFrames(game::GameHandler& gameHandler) {
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uint32_t bspell = cs->spellId;
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const std::string& bcastName = (bspell != 0)
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? gameHandler.getSpellName(bspell) : "";
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// Pulse bright orange when > 80% complete — interrupt window closing
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// Green = interruptible, Red = immune; pulse when > 80% complete
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ImVec4 bcastColor;
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if (castPct > 0.8f) {
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float pulse = 0.7f + 0.3f * std::sin(static_cast<float>(ImGui::GetTime()) * 8.0f);
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bcastColor = ImVec4(1.0f * pulse, 0.5f * pulse, 0.0f, 1.0f);
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bcastColor = cs->interruptible
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? ImVec4(0.2f * pulse, 0.9f * pulse, 0.2f * pulse, 1.0f)
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: ImVec4(1.0f * pulse, 0.1f * pulse, 0.1f * pulse, 1.0f);
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} else {
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bcastColor = ImVec4(0.9f, 0.3f, 0.2f, 1.0f);
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bcastColor = cs->interruptible
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? ImVec4(0.2f, 0.75f, 0.2f, 1.0f)
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: ImVec4(0.9f, 0.15f, 0.15f, 1.0f);
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}
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ImGui::PushStyleColor(ImGuiCol_PlotHistogram, bcastColor);
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char bcastLabel[72];
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