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- fixed a bug where targets with rage or runic power were considered 'empty' (for alpha purposes) at 0. this was causing them to show up when they shouldn't based on alpha settings
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@ -85,7 +85,7 @@ function IceTargetMana.prototype:Update(unit)
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local manaType = UnitPowerType(self.unit)
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if self.moduleSettings.onlyShowMana and manaType ~= 0 then
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if self.moduleSettings.onlyShowMana and manaType ~= SPELL_POWER_MANA then
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self:Show(false)
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return
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end
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@ -97,13 +97,13 @@ function IceTargetMana.prototype:Update(unit)
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self.color = "ScaledManaColor"
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end
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if (manaType == 1) then
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if (manaType == SPELL_POWER_RAGE) then
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self.color = "TargetRage"
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elseif (manaType == 2) then
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elseif (manaType == SPELL_POWER_FOCUS) then
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self.color = "TargetFocus"
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elseif (manaType == 3) then
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elseif (manaType == SPELL_POWER_ENERGY) then
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self.color = "TargetEnergy"
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elseif (manaType == 6) then
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elseif (manaType == SPELL_POWER_RUNIC_POWER) then
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self.color = "TargetRunicPower"
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end
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@ -112,6 +112,12 @@ function IceTargetMana.prototype:Update(unit)
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end
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end
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if manaType == SPELL_POWER_RAGE or manaType == SPELL_POWER_RUNIC_POWER then
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self.bTreatEmptyAsFull = true
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else
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self.bTreatEmptyAsFull = false
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end
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self:UpdateBar(self.manaPercentage, self.color)
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if not IceHUD.IceCore:ShouldUseDogTags() then
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