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- fixed a bug where changing DogTag strings on any bar would require a /reloadui to take effect
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@ -41,6 +41,11 @@ function IceBarElement.prototype:Enable()
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self:RegisterEvent("PLAYER_ENTERING_WORLD", "CheckCombat")
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self:RegisterEvent("PLAYER_ENTERING_WORLD", "CheckCombat")
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self:RegisterEvent("PLAYER_TARGET_CHANGED", "TargetChanged")
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self:RegisterEvent("PLAYER_TARGET_CHANGED", "TargetChanged")
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self:RegisterFontStrings()
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end
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function IceBarElement.prototype:RegisterFontStrings()
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if DogTag ~= nil then
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if DogTag ~= nil then
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if self.frame.bottomUpperText and self.moduleSettings.upperText then
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if self.frame.bottomUpperText and self.moduleSettings.upperText then
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DogTag:AddFontString(self.frame.bottomUpperText, self.frame, self.unit, self.moduleSettings.upperText)
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DogTag:AddFontString(self.frame.bottomUpperText, self.frame, self.unit, self.moduleSettings.upperText)
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@ -326,6 +331,7 @@ function IceBarElement.prototype:GetOptions()
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end
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end
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self.moduleSettings.upperText = v
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self.moduleSettings.upperText = v
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self:RegisterFontStrings()
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self:Redraw()
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self:Redraw()
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end,
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end,
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usage = "<upper text to display>"
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usage = "<upper text to display>"
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@ -347,6 +353,7 @@ function IceBarElement.prototype:GetOptions()
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end
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end
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self.moduleSettings.lowerText = v
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self.moduleSettings.lowerText = v
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self:RegisterFontStrings()
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self:Redraw()
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self:Redraw()
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end,
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end,
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usage = "<lower text to display>"
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usage = "<lower text to display>"
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