local Recount = _G.Recount local AceLocale = LibStub("AceLocale-3.0") local L = AceLocale:GetLocale( "Recount" ) local revision = tonumber(string.sub("$Revision: 1472 $", 12, -3)) if Recount.Version < revision then Recount.Version = revision end local GameTooltip = GameTooltip local dbCombatants local srcRetention local dstRetention local DetailTitles = { } DetailTitles.Interrupts = { TopNames = L["Interrupted Who"], TopCount = "", TopAmount = L["Interrupts"], BotNames = L["Interrupted"], BotMin = "", BotAvg = "", BotMax = "", BotAmount = L["Count"] } function Recount:SpellInterrupt(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, spellId, spellName, spellSchool, extraSpellId, extraSpellName, extraSpellSchool) if not spellName then spellName = "Melee" end local ability = extraSpellName .. " (" .. spellName .. ")" Recount:AddInterruptData(srcName, dstName, ability, srcGUID, srcFlags, dstGUID, dstFlags, extraSpellId) -- Elsia: Keep both interrupting spell and interrupted spell end function Recount:AddInterruptData(source, victim, ability, srcGUID, srcFlags, dstGUID, dstFlags, spellId) -- Friendly fire interrupt? (Duels) local FriendlyFire = Recount:IsFriendlyFire(srcFlags, dstFlags) -- Before any further processing need to check if we are going to be placed in combat or in combat if not Recount.InCombat and Recount.db.profile.RecordCombatOnly then if (not FriendlyFire) and (Recount:InGroup(srcFlags) or Recount:InGroup(dstFlags)) then Recount:PutInCombat() else return end end -- Need to add events for potential deaths Recount.cleventtext = source.." interrupts "..victim.." "..ability -- Name and ID of pet owners local sourceowner local sourceownerID local victimowner local victimownerID source, sourceowner, sourceownerID = Recount:DetectPet(source, srcGUID, srcFlags) victim, victimowner, victimownerID = Recount:DetectPet(victim, dstGUID, dstFlags) srcRetention = Recount.srcRetention if srcRetention then if not dbCombatants[source] then Recount:AddCombatant(source, sourceowner, srcGUID, srcFlags, sourceownerID) end -- Elsia: Until here is if pets interupts anybody. local sourceData = dbCombatants[source] if sourceData then Recount:SetActive(sourceData) Recount:AddCurrentEvent(sourceData, "MISC", false, nil, Recount.cleventtext) -- Fight tracking purposes to speed up leaving combat sourceData.LastFightIn = Recount.db2.FightNum Recount:AddAmount(sourceData, "Interrupts", 1) Recount:AddTableDataSum(sourceData,"InterruptData",victim,ability,1) end end dstRetention = Recount.dstRetention if dstRetention then if not dbCombatants[victim] then Recount:AddCombatant(victim, victimowner, dstGUID, dstFlags, victimownerID) -- Elsia: Bug, owner missing here end local victimData = dbCombatants[victim] if victimData then Recount:SetActive(victimData) Recount:AddCurrentEvent(victimData, "MISC", true, nil, Recount.cleventtext) -- Fight tracking purposes to speed up leaving combat victimData.LastFightIn = Recount.db2.FightNum end end end local DataModes = { } function DataModes:InterruptReturner(data, num) if not data then return 0 end if num == 1 then return (data.Fights[Recount.db.profile.CurDataSet].Interrupts or 0) end return (data.Fights[Recount.db.profile.CurDataSet].Interrupts or 0), {{data.Fights[Recount.db.profile.CurDataSet].InterruptData, L["'s Interrupts"], DetailTitles.Interrupts}} end local TooltipFuncs = { } function TooltipFuncs:Interrupts(name, data) --local SortedData, total GameTooltip:ClearLines() GameTooltip:AddLine(name) Recount:AddSortedTooltipData(L["Top 3"].." "..L["Interrupted"],data and data.Fights[Recount.db.profile.CurDataSet] and data.Fights[Recount.db.profile.CurDataSet].InterruptData, 3) GameTooltip:AddLine("<"..L["Click for more Details"]..">", 0, 0.9, 0) end Recount:AddModeTooltip(L["Interrupts"], DataModes.InterruptReturner, TooltipFuncs.Interrupts, nil, nil, nil, nil) local oldlocalizer = Recount.LocalizeCombatants function Recount.LocalizeCombatants() dbCombatants = Recount.db2.combatants oldlocalizer() end