- fixed a bug with PlayerMana disabling OnUpdate code for warriors and DK's when their bar was full instead of when it is empty

- fixed a bug with DK runes appearing to be available as soon as a fight was done instead of when they actually became available again
This commit is contained in:
Parnic
2008-11-03 02:52:57 +00:00
parent efcbb55286
commit 2f1181b5ea
2 changed files with 7 additions and 6 deletions

View File

@ -195,7 +195,9 @@ function PlayerMana.prototype:Update(unit)
return
end
if self.manaPercentage == 1 then
local powerType = UnitPowerType(self.unit)
if (self.manaPercentage == 1 and powerType ~= 1 and powerType ~= 6)
or (self.manaPercentage == 0 and (powerType == 1 or powerType == 6)) then
self:SetupOnUpdate(false)
elseif GetCVarBool("predictedPower") then
self:SetupOnUpdate(true)

View File

@ -26,10 +26,9 @@ function Runes.prototype:init()
Runes.super.prototype.init(self, "Runes")
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_BLOOD], 255, 0, 0)
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_DEATH], 0, 229, 0)
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_FROST], 88, 195, 239)
-- todo: i guess i should figure out the chromatic rune's default color...set to white for now
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_CHROMATIC], 255, 255, 255)
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_DEATH], 0, 207, 0)
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_FROST], 0, 255, 255)
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_CHROMATIC], 204, 26, 255)
self.scalingEnabled = true
end
@ -292,7 +291,7 @@ function Runes.prototype:CreateRune(i, type, name)
self.frame.graphical[i]:SetStatusBarColor(self:GetColor("Runes"..name))
self.frame.graphical[i]:Show()
-- self.frame.graphical[i]:Show()
end
function Runes.prototype:ShowBlizz()