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Hopefully fixed combo points having an incorrect maximum
Sometimes combo points can get stuck in a state where only 5 will draw on the screen even if the player has 6 max available. It's been really tough to reproduce, but I think the problem is that the frames are getting created but never having a texture set to them. This should fix that.
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@ -332,6 +332,7 @@ function ComboPoints.prototype:CreateComboFrame(forceTextureUpdate)
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self.frame.graphicalBG[i] = frame
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frame.texture = frame:CreateTexture()
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frame.texture:SetAllPoints(frame)
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forceTextureUpdate = true
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end
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if forceTextureUpdate then
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@ -367,6 +368,7 @@ function ComboPoints.prototype:CreateComboFrame(forceTextureUpdate)
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self.frame.graphical[i] = frame
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frame.texture = frame:CreateTexture()
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frame.texture:SetAllPoints(frame)
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forceTextureUpdate = true
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end
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if forceTextureUpdate then
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@ -464,7 +466,7 @@ function ComboPoints.prototype:UpdateComboPoints(...)
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anticipate = self.moduleSettings.showAnticipation and anticipate or 0
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if self:GetMaxComboPoints() > #self.frame.graphical then
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self:CreateFrame()
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self:CreateComboFrame(true)
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end
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if (self.moduleSettings.comboMode == "Numeric") then
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