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/Maneuver.lua Secret

Created January 26, 2016 15:28
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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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