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1 change: 1 addition & 0 deletions src/main/java/com/attacktimer/AnimationData.java
Original file line number Diff line number Diff line change
Expand Up @@ -191,6 +191,7 @@ public enum AnimationData
MAGIC_WARPED_SCEPTRE(10501, AttackStyle.MAGIC, false), // https://oldschool.runescape.wiki/w/Warped_sceptre
MAGIC_VOLATILE_NIGHTMARE_STAFF_SPEC(8532, AttackStyle.MAGIC, true), // assume 99 mage's base damage (does not rise when boosted).

MAGIC_EYE_OF_AYAK(12397, AttackStyle.MAGIC, false),
MAGIC_EYE_OF_AYAK_SPEC(12394, AttackStyle.MAGIC, true), // https://github.com/ngraves95/attacktimer/issues/91

// Misc
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6 changes: 3 additions & 3 deletions src/main/java/com/attacktimer/AttackTimerMetronomePlugin.java
Original file line number Diff line number Diff line change
Expand Up @@ -318,10 +318,10 @@ private boolean isPlayerAttacking()
}

AnimationData fromId = AnimationData.fromId(animationId);
if (fromId == AnimationData.RANGED_BLOWPIPE || fromId == AnimationData.RANGED_BLAZING_BLOWPIPE)
if (fromId == AnimationData.RANGED_BLOWPIPE || fromId == AnimationData.RANGED_BLAZING_BLOWPIPE || fromId == AnimationData.MAGIC_EYE_OF_AYAK || fromId == AnimationData.MAGIC_EYE_OF_AYAK_SPEC)
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nit: Maybe worth changing to an immutable set as we keep accumulating more of these?

{
// These two animations are the only ones which exceed the duration of their attack cooldown (when
// on rapid), so in this case DO NOT fall back the animation as it is un-reliable.
// These four animations are the only ones which exceed the duration of their attack cooldown
// so in this case DO NOT fall back the animation as it is un-reliable.
return false;
}
// fall back to animations.
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