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.
This commit is contained in:
Parnic
2016-10-01 21:22:05 -05:00
parent f74233dcfa
commit 491baa5936

View File

@ -332,6 +332,7 @@ function ComboPoints.prototype:CreateComboFrame(forceTextureUpdate)
self.frame.graphicalBG[i] = frame
frame.texture = frame:CreateTexture()
frame.texture:SetAllPoints(frame)
forceTextureUpdate = true
end
if forceTextureUpdate then
@ -367,6 +368,7 @@ function ComboPoints.prototype:CreateComboFrame(forceTextureUpdate)
self.frame.graphical[i] = frame
frame.texture = frame:CreateTexture()
frame.texture:SetAllPoints(frame)
forceTextureUpdate = true
end
if forceTextureUpdate then
@ -464,7 +466,7 @@ function ComboPoints.prototype:UpdateComboPoints(...)
anticipate = self.moduleSettings.showAnticipation and anticipate or 0
if self:GetMaxComboPoints() > #self.frame.graphical then
self:CreateFrame()
self:CreateComboFrame(true)
end
if (self.moduleSettings.comboMode == "Numeric") then