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feat: add per-unit aura cache and dispellable debuff indicators on party frames
Extend the aura tracking system to cache auras for any unit (not just player and current target), so healers can see dispellable debuffs on party members. Colored 8px dots appear below the power bar: Magic=blue, Curse=purple, Disease=brown, Poison=green One dot per dispel type; non-dispellable auras are suppressed. Cache is populated via existing SMSG_AURA_UPDATE/SMSG_AURA_UPDATE_ALL handling and cleared on world exit.
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3 changed files with 62 additions and 0 deletions
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@ -6708,6 +6708,7 @@ void GameHandler::selectCharacter(uint64_t characterGuid) {
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actionBar = {};
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playerAuras.clear();
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targetAuras.clear();
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unitAurasCache_.clear();
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unitCastStates_.clear();
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petGuid_ = 0;
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playerXp_ = 0;
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@ -14595,6 +14596,10 @@ void GameHandler::handleAuraUpdate(network::Packet& packet, bool isAll) {
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} else if (data.guid == targetGuid) {
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auraList = &targetAuras;
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}
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// Also maintain a per-unit cache for any unit (party members, etc.)
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if (data.guid != 0 && data.guid != playerGuid && data.guid != targetGuid) {
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auraList = &unitAurasCache_[data.guid];
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}
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if (auraList) {
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if (isAll) {
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