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https://github.com/parnic/ice-hud.git
synced 2025-06-16 06:40:13 -05:00
- made alpha settings properly affect non-bar elements (range finder, targetinfo, combo points, etc.)
- something's busted with the rune module if you spawn into the world and that module is at 0% alpha...trying to track that down now, but i gotta go to bed. could be a result of this change, maybe not.
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@ -8,10 +8,6 @@ IceBarElement.virtual = true
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IceBarElement.BarTextureWidth = 128
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IceBarElement.prototype.barFrame = nil
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IceBarElement.prototype.backroundAlpha = nil
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IceBarElement.prototype.combat = nil
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IceBarElement.prototype.target = nil
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IceBarElement.prototype.CurrLerpTime = 0
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IceBarElement.prototype.LastScale = 1
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@ -37,11 +33,6 @@ end
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function IceBarElement.prototype:Enable()
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IceBarElement.super.prototype.Enable(self)
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self:RegisterEvent("PLAYER_REGEN_DISABLED", "InCombat")
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self:RegisterEvent("PLAYER_REGEN_ENABLED", "OutCombat")
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self:RegisterEvent("PLAYER_ENTERING_WORLD", "CheckCombat")
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self:RegisterEvent("PLAYER_TARGET_CHANGED", "TargetChanged")
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if self.moduleSettings.myTagVersion < IceHUD.CurrTagVersion then
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local origDefaults = self:GetDefaultSettings()
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@ -467,6 +458,7 @@ function IceBarElement.prototype:Redraw()
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self.alpha = self.settings.alphaooc
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self:CreateFrame()
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self.frame:SetAlpha(self.alpha)
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end
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@ -714,6 +706,11 @@ function IceBarElement.prototype:UpdateBar(scale, color, alpha)
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self.backgroundAlpha = self.settings.alphaoocbg
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end
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-- post-process override for the bar alpha to be 1 (ignoring BG alpha for now)
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if self.moduleSettings.alwaysFullAlpha then
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self.alpha = 1
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end
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self.frame:SetStatusBarColor(r, g, b, self.backgroundAlpha)
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self.barFrame:SetStatusBarColor(self:GetColor(color))
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@ -843,30 +840,3 @@ end
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function IceBarElement.prototype:MyOnUpdate()
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self:SetScale(self.barFrame.bar, self.DesiredScale)
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end
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-- Combat event handlers ------------------------------------------------------
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function IceBarElement.prototype:InCombat()
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self.combat = true
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self:Update(self.unit)
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end
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function IceBarElement.prototype:OutCombat()
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self.combat = false
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self:Update(self.unit)
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end
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function IceBarElement.prototype:CheckCombat()
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self.combat = UnitAffectingCombat("player")
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self.target = UnitExists("target")
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self:Update(self.unit)
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end
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function IceBarElement.prototype:TargetChanged()
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self.target = UnitExists("target")
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self:Update(self.unit)
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end
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