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feat: add melee swing timer bar to player frame during auto-attack
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Shows a thin progress bar below the player health/power bars whenever the player is auto-attacking. The bar fills from the last swing timestamp to the next expected swing based on the main-hand weapon's delay (from ItemQueryResponseData::delayMs). Falls back to 2.0s for unarmed. Turns gold and shows "Swing!" when the timer is complete to signal readiness. Hides when not auto-attacking.
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3 changed files with 50 additions and 2 deletions
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@ -573,6 +573,9 @@ public:
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}
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uint64_t getAutoAttackTargetGuid() const { return autoAttackTarget; }
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bool isAggressiveTowardPlayer(uint64_t guid) const { return hostileAttackers_.count(guid) > 0; }
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// Timestamp (ms since epoch) of the most recent player melee auto-attack.
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// Zero if no swing has occurred this session.
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uint64_t getLastMeleeSwingMs() const { return lastMeleeSwingMs_; }
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const std::vector<CombatTextEntry>& getCombatText() const { return combatText; }
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void updateCombatText(float deltaTime);
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@ -2854,6 +2857,7 @@ private:
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StandStateCallback standStateCallback_;
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GhostStateCallback ghostStateCallback_;
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MeleeSwingCallback meleeSwingCallback_;
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uint64_t lastMeleeSwingMs_ = 0; // system_clock ms at last player auto-attack swing
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SpellCastAnimCallback spellCastAnimCallback_;
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UnitAnimHintCallback unitAnimHintCallback_;
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UnitMoveFlagsCallback unitMoveFlagsCallback_;
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