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feat: add dispel-type border colors to target frame debuffs (magic/curse/disease/poison)
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dedafdf443
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1 changed files with 14 additions and 1 deletions
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@ -3239,7 +3239,20 @@ void GameScreen::renderTargetFrame(game::GameHandler& gameHandler) {
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ImGui::PushID(static_cast<int>(10000 + i));
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bool isBuff = (aura.flags & 0x80) == 0;
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ImVec4 auraBorderColor = isBuff ? ImVec4(0.2f, 0.8f, 0.2f, 0.9f) : ImVec4(0.8f, 0.2f, 0.2f, 0.9f);
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ImVec4 auraBorderColor;
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if (isBuff) {
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auraBorderColor = ImVec4(0.2f, 0.8f, 0.2f, 0.9f);
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} else {
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// Debuff: color by dispel type, matching player buff bar convention
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uint8_t dt = gameHandler.getSpellDispelType(aura.spellId);
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switch (dt) {
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case 1: auraBorderColor = ImVec4(0.15f, 0.50f, 1.00f, 0.9f); break; // magic: blue
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case 2: auraBorderColor = ImVec4(0.70f, 0.20f, 0.90f, 0.9f); break; // curse: purple
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case 3: auraBorderColor = ImVec4(0.55f, 0.30f, 0.10f, 0.9f); break; // disease: brown
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case 4: auraBorderColor = ImVec4(0.10f, 0.70f, 0.10f, 0.9f); break; // poison: green
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default: auraBorderColor = ImVec4(0.80f, 0.20f, 0.20f, 0.9f); break; // other: red
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}
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}
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VkDescriptorSet iconTex = VK_NULL_HANDLE;
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if (assetMgr) {
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