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Small duration optimizations
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@ -846,16 +846,18 @@ function PTUnitFrame:AllocateAura()
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end
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duration:SetScript("OnUpdate", nil)
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end
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local SetSequenceTime = duration.SetSequenceTime
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local GetTime = GetTime
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duration:SetScript("OnUpdateModel", function()
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if this.stopping == 0 then
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this:SetAlpha(0.8)
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if duration.stopping == 0 then
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duration:SetAlpha(0.8)
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local time = GetTime()
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local progress = (time - this.start) / this.duration
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local progress = (time - duration.start) / duration.duration
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if progress < 1.0 then
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this:SetSequenceTime(0, 1000 - (progress * 1000))
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local secondsPrecise = this.start - time + this.duration
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SetSequenceTime(duration, 0, 1000 - (progress * 1000))
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local secondsPrecise = duration.start - time + duration.duration
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local seconds = math.floor(secondsPrecise)
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if seconds <= (this.displayAt and this.displayAt or AURA_DURATION_TEXT_FLASH_THRESHOLD) then
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if seconds <= (duration.displayAt or AURA_DURATION_TEXT_FLASH_THRESHOLD) then
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if durationText.seconds ~= seconds or seconds <= AURA_DURATION_TEXT_FLASH_THRESHOLD then
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-- You don't want to know why it's gotta be done like this..
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-- (If you're insane and you do, it's because otherwise the text will disappear for one frame otherwise)
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@ -869,7 +871,7 @@ function PTUnitFrame:AllocateAura()
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return
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end
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durationText:SetSeconds(nil)
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this:SetSequenceTime(0, 0)
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SetSequenceTime(duration, 0, 0)
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end
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end)
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return {["frame"] = frame, ["icon"] = icon, ["border"] = border, ["stackText"] = stackText, ["overlay"] = durationOverlayFrame,
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