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Maneuver = {} | |
Maneuver.name = "Maneuver" | |
function Maneuver.OnAddOnLoaded(args, someName) | |
if(someName ~= Maneuver.name) then return end | |
Maneuver:OnInitialized() | |
end | |
end | |
function Maneuver:OnInitialized() | |
CHAT_SYSTEM:AddMessage("AddMessage Test") | |
d("d Test") | |
self.inCombat = IsUnitInCombat("player") | |
end | |
function Maneuver.OnPlayerActivated() | |
Maneuver.SetCombat(false) | |
end | |
function Maneuver.OnPlayerCombatState(args, inCombat) | |
Maneuver.SetCombat(inCombat) | |
end | |
function Maneuver.OnPlayerDead() | |
Maneuver.SetCombat(false) | |
end | |
function Maneuver.UpdateForCurrentStatus() | |
local inCombat = IsUnitInCombat("player") | |
Maneuver.SetCombat(inCombat) | |
end | |
function Maneuver.SetCombat(inCombat) | |
CHAT_SYSTEM:AddMessage("AddMessage Test") | |
d("d Test") | |
end | |
EVENT_MANAGER:RegisterForEvent(Maneuver.name, EVENT_ADD_ON_LOADED, Maneuver.OnInitialized) | |
EVENT_MANAGER:RegisterForEvent(Maneuver.name .. "OnPlayerActivated", EVENT_PLAYER_ACTIVATED, Maneuver.OnPlayerActivated) | |
local id = Maneuver.name .. "OnAddOnLoaded" | |
EVENT_MANAGER:RegisterForEvent(id, EVENT_ADD_ON_LOADED, function(_, name) | |
if (name ~= Maneuver.name) then return end | |
EVENT_MANAGER:UnregisterForEvent(id, EVENT_ADD_ON_LOADED) | |
Maneuver.OnAddOnLoaded() | |
end) | |
EVENT_MANAGER:RegisterForEvent(Maneuver.name .. "OnPlayerCombatState", EVENT_PLAYER_COMBAT_STATE, Maneuver.OnPlayerCombatState) | |
EVENT_MANAGER:RegisterForEvent(Maneuver.name .. "OnPlayerCombatState", EVENT_PLAYER_DEAD, Maneuver.OnPlayerDead) | |
EVENT_MANAGER:RegisterForEvent(Maneuver.name .. "OnPlayerDisguiseState", EVENT_DISGUISE_STATE_CHANGED, Maneuver.OnPlayerDisguiseState) |
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