mirror of
https://github.com/parnic/ice-hud.git
synced 2025-06-16 14:50:13 -05:00
- fixed CC bars to work for any loc by using GetSpellInfo along with a list of spell ID's for each CC spell it supports (thanks to Arrowmaster/#wowace for the help!)
- made FocusCC basically an empty shell that just inherits from TargetCC and specifies a different unit (should have done this in the first place...) - cleaned spacing/formatting in TargetCC module
This commit is contained in:
@ -42,6 +42,7 @@ modules\SunderCount.lua
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modules\GlobalCoolDown.lua
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modules\SliceAndDice.lua
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modules\TargetCC.lua
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# - make sure FocusCC loads after TargetCC since it inherits
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modules\FocusCC.lua
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modules\FocusHealth.lua
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modules\FocusMana.lua
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@ -1,179 +1,27 @@
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local AceOO = AceLibrary("AceOO-2.0")
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local FocusCC = AceOO.Class(IceUnitBar)
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-- changed to inherit from the TargetCC bar since the only difference is the unit and the default placement
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-- helps keep changes in one place and we don't have to duplicate the CC spell tables and they don't have to be globals
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local FocusCC = AceOO.Class(TargetCC)
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-- Constructor --
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function FocusCC.prototype:init()
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FocusCC.super.prototype.init(self, "FocusCC", "focus")
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self.unit = "focus"
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self.moduleSettings = {}
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self.moduleSettings.desiredLerpTime = 0
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-- self.moduleSettings.shouldAnimate = false
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self:SetDefaultColor("CC:Stun", 0.85, 0.55, 0.2)
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self:SetDefaultColor("CC:Incapacitate", 0.90, 0.6, 0.2)
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self:SetDefaultColor("CC:Fear", 0.85, 0.2, 0.65)
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self.debuffList = {}
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self.debuffList["Kidney Shot"] = "Stun"
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self.debuffList["Cheap Shot"] = "Stun"
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self.debuffList["Mace Stun Effect"] = "Stun"
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self.debuffList["Shadowfury"] = "Stun"
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self.debuffList["Hammer of Justice"] = "Stun"
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self.debuffList["Impact"] = "Stun"
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self.debuffList["Blackout"] = "Stun"
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self.debuffList["Intimidation"] = "Stun"
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self.debuffList["Charge Stun"] = "Stun"
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self.debuffList["Intercept Stun"] = "Stun"
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self.debuffList["Revenge Stun"] = "Stun"
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self.debuffList["Concussion Blow"] = "Stun"
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self.debuffList["Bash"] = "Stun"
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self.debuffList["Pounce"] = "Stun"
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self.debuffList["Improved Concussive Shot"] = "Stun"
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self.debuffList["Starfire Stun"] = "Stun"
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self.debuffList["War Stomp"] = "Stun"
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self.debuffList["Repentance"] = "Incapacitate"
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self.debuffList["Sap"] = "Incapacitate"
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self.debuffList["Gouge"] = "Incapacitate"
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self.debuffList["Blind"] = "Incapacitate"
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self.debuffList["Wyvern Sting"] = "Incapacitate"
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self.debuffList["Scatter Shot"] = "Incapacitate"
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self.debuffList["Sleep"] = "Incapacitate"
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self.debuffList["Polymorph"] = "Incapacitate"
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self.debuffList["Polymorph: Pig"] = "Incapacitate"
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self.debuffList["Polymorph: Turtle"] = "Incapacitate"
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self.debuffList["Hibernate"] = "Incapacitate"
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self.debuffList["Freezing Trap Effect"] = "Incapacitate"
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self.debuffList["Chastize"] = "Incapacitate"
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self.debuffList["Maim"] = "Incapacitate"
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self.debuffList["Banish"] = "Incapacitate"
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self.debuffList["Shackle"] = "Incapacitate"
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self.debuffList["Shackle Undead"] = "Incapacitate"
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self.debuffList["Psychic Scream"] = "Fear"
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self.debuffList["Fear"] = "Fear"
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self.debuffList["Howl of Terror"] = "Fear"
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self.previousDebuff = nil
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self.previousDebuffTarget = nil
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self.previousDebuffTime = nil
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FocusCC.super.prototype.init(self, "FocusCC", "focus")
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end
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-- 'Public' methods -----------------------------------------------------------
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-- OVERRIDE
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function FocusCC.prototype:Enable(core)
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FocusCC.super.prototype.Enable(self, core)
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self:RegisterEvent("UNIT_AURA", "UpdateFocusDebuffs")
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self:ScheduleRepeatingEvent(self.elementName, self.UpdateFocusDebuffs, 0.1, self)
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self:Show(false)
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end
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-- OVERRIDE
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function FocusCC.prototype:GetDefaultSettings()
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local settings = FocusCC.super.prototype.GetDefaultSettings(self)
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settings["enabled"] = false
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settings["shouldAnimate"] = false
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settings["desiredLerpTime"] = nil
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settings["lowThreshold"] = 0
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settings["side"] = IceCore.Side.Left
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settings["offset"] = 4
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settings["usesDogTagStrings"] = false
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return settings
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end
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function FocusCC.prototype:Disable(core)
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FocusCC.super.prototype.Disable(self, core)
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self:CancelScheduledEvent(self.elementName)
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end
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-- OVERRIDE
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function FocusCC.prototype:GetOptions()
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local opts = FocusCC.super.prototype.GetOptions(self)
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opts["shouldAnimate"] = nil
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opts["desiredLerpTime"] = nil
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opts["lowThreshold"] = nil
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opts["textSettings"].args["upperTextString"] = nil
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opts["textSettings"].args["lowerTextString"] = nil
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return opts
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end
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-- 'Protected' methods --------------------------------------------------------
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function _GetMaxDebuffDuration(unitName, debuffNames)
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local i = 1
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local debuff, rank, texture, count, debuffType, duration, remaining = UnitDebuff(unitName, i)
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local result = {nil, nil, nil}
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while debuff do
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if debuffNames[debuff] then
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if result[0] then
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if result[2] < remaining then
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result = {debuff, duration, remaining}
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end
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else
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result = {debuff, duration, remaining}
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end
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end
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i = i + 1;
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debuff, rank, texture, count, debuffType, duration, remaining = UnitDebuff(unitName, i)
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end
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return unpack(result)
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end
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function FocusCC.prototype:UpdateFocusDebuffs()
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local name, duration, remaining = _GetMaxDebuffDuration(self.unit, self.debuffList)
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local focusName = UnitName(self.unit)
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if (name ~= nil) and (self.previousDebuff == nil) and (duration ~= nil) and (remaining ~= nil) then
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self.previousDebuff = name
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self.previousDebuffTarget = focusName
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self.previousDebuffTime = GetTime() + duration
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-- Parnic: Force the CurrScale to 1 so that the lerping doesn't make it animate up and back down
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self.CurrScale = 1.0
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elseif (self.previousDebuff ~= nil) then
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if (focusName ~= self.previousDebuffTarget) then
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self.previousDebuff = nil
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self.previousDebuffTarget = nil
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self.previousDebuffTime = nil
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elseif (GetTime() > self.previousDebuffTime) then
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self.previousDebuff = nil
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self.previousDebuffTarget = nil
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self.previousDebuffTime = nil
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end
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end
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if (name ~= nil) then
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self:Show(true)
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if (duration ~= nil) then
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self:UpdateBar(remaining / duration, "CC:" .. self.debuffList[name])
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self:SetBottomText2(floor(remaining * 10) / 10)
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else
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self:UpdateBar(0, "CC:" .. self.debuffList[name])
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self:SetBottomText2("")
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end
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self:SetBottomText1(name)
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elseif not IceHUD.IceCore:IsInConfigMode() then
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self:Show(false)
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end
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end
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-- Load us up
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IceHUD.FocusCC = FocusCC:new()
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@ -1,78 +1,141 @@
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local AceOO = AceLibrary("AceOO-2.0")
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local TargetCC = AceOO.Class(IceUnitBar)
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-- needs to not be local so that we can inherit from it
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TargetCC = AceOO.Class(IceUnitBar)
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-- list of spell ID's for each CC type so we can avoid localization issues
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local StunCCList = {
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-- kidney shot
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408,
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-- cheap shot
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1833,
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-- mace stun effect
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5530,
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-- shadowfury
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30283,
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-- hammer of justice
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853,
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-- impact
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12355,
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-- blackout
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15268,
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-- intimidation
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19577,
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-- charge stun
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7922,
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-- intercept stun
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30153,
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-- revenge stun
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12798,
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-- concussion blow
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12809,
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-- bash
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5211,
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-- pounce
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9005,
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-- improved concussive shot
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19407,
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-- starfire stun
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16922,
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-- war stomp
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20549
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}
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local IncapacitateCCList = {
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-- Repentance
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20066,
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-- sap
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6770,
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-- gouge
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1776,
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-- blind
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2094,
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-- Wyvern Sting
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19386,
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-- Scatter Shot
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19503,
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-- Sleep
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700,
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-- Polymorph
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118,
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-- Polymorph: Pig
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28272,
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-- Polymorph: Turtle
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28271,
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-- Hibernate
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2637,
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-- Freezing Trap Effect
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3355,
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-- Chastise
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44041,
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-- Maim
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22570,
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-- Banish
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710,
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-- Shackle Undead
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9484
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}
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local FearCCList = {
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-- Psychic Scream
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8122,
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-- Fear
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5782,
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-- Howl of Terror
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5484
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}
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-- Constructor --
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function TargetCC.prototype:init()
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TargetCC.super.prototype.init(self, "TargetCC", "target")
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function TargetCC.prototype:init(moduleName, unit)
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-- not sure if this is necessary...i think it is...this way, we can instantiate this bar on its own or as a parent class
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if moduleName == nil or unit == nil then
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TargetCC.super.prototype.init(self, "TargetCC", "target")
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else
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TargetCC.super.prototype.init(self, moduleName, unit)
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end
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self.unit = "target"
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self.moduleSettings = {}
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self.moduleSettings.desiredLerpTime = 0
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-- self.moduleSettings.shouldAnimate = false
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self.moduleSettings = {}
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self.moduleSettings.desiredLerpTime = 0
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-- self.moduleSettings.shouldAnimate = false
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self:SetDefaultColor("CC:Stun", 0.85, 0.55, 0.2)
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self:SetDefaultColor("CC:Incapacitate", 0.90, 0.6, 0.2)
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self:SetDefaultColor("CC:Fear", 0.85, 0.2, 0.65)
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self:SetDefaultColor("CC:Stun", 0.85, 0.55, 0.2)
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self:SetDefaultColor("CC:Incapacitate", 0.90, 0.6, 0.2)
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self:SetDefaultColor("CC:Fear", 0.85, 0.2, 0.65)
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self.debuffList = {}
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self:PopulateSpellList(self.debuffList, StunCCList, "Stun")
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self:PopulateSpellList(self.debuffList, IncapacitateCCList, "Incapacitate")
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self:PopulateSpellList(self.debuffList, FearCCList, "Fear")
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self.debuffList = {}
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self.debuffList["Kidney Shot"] = "Stun"
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self.debuffList["Cheap Shot"] = "Stun"
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self.debuffList["Mace Stun Effect"] = "Stun"
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self.debuffList["Shadowfury"] = "Stun"
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self.debuffList["Hammer of Justice"] = "Stun"
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self.debuffList["Impact"] = "Stun"
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self.debuffList["Blackout"] = "Stun"
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self.debuffList["Intimidation"] = "Stun"
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self.debuffList["Charge Stun"] = "Stun"
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self.debuffList["Intercept Stun"] = "Stun"
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self.debuffList["Revenge Stun"] = "Stun"
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self.debuffList["Concussion Blow"] = "Stun"
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self.debuffList["Bash"] = "Stun"
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self.debuffList["Pounce"] = "Stun"
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self.debuffList["Improved Concussive Shot"] = "Stun"
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self.debuffList["Starfire Stun"] = "Stun"
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self.debuffList["War Stomp"] = "Stun"
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self.previousDebuff = nil
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self.previousDebuffTarget = nil
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self.previousDebuffTime = nil
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end
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self.debuffList["Repentance"] = "Incapacitate"
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self.debuffList["Sap"] = "Incapacitate"
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self.debuffList["Gouge"] = "Incapacitate"
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self.debuffList["Blind"] = "Incapacitate"
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self.debuffList["Wyvern Sting"] = "Incapacitate"
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self.debuffList["Scatter Shot"] = "Incapacitate"
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self.debuffList["Sleep"] = "Incapacitate"
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self.debuffList["Polymorph"] = "Incapacitate"
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self.debuffList["Polymorph: Pig"] = "Incapacitate"
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self.debuffList["Polymorph: Turtle"] = "Incapacitate"
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self.debuffList["Hibernate"] = "Incapacitate"
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self.debuffList["Freezing Trap Effect"] = "Incapacitate"
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self.debuffList["Chastize"] = "Incapacitate"
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self.debuffList["Maim"] = "Incapacitate"
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self.debuffList["Banish"] = "Incapacitate"
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self.debuffList["Shackle"] = "Incapacitate"
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self.debuffList["Shackle Undead"] = "Incapacitate"
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-- grabs the list of CC's and pulls the localized spell name using the wow api
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function TargetCC.prototype:PopulateSpellList(debuffListVar, ccList, ccName)
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local spellName
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self.debuffList["Psychic Scream"] = "Fear"
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self.debuffList["Fear"] = "Fear"
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self.debuffList["Howl of Terror"] = "Fear"
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for i=1,#ccList do
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spellName = GetSpellInfo(ccList[i])
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self.previousDebuff = nil
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self.previousDebuffTarget = nil
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self.previousDebuffTime = nil
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if spellName and spellName ~= "" then
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debuffListVar[spellName] = ccName
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end
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end
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end
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-- 'Public' methods -----------------------------------------------------------
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-- OVERRIDE
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function TargetCC.prototype:Enable(core)
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TargetCC.super.prototype.Enable(self, core)
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TargetCC.super.prototype.Enable(self, core)
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self:RegisterEvent("UNIT_AURA", "UpdateTargetDebuffs")
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self:RegisterEvent("UNIT_AURA", "UpdateTargetDebuffs")
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self:ScheduleRepeatingEvent(self.elementName, self.UpdateTargetDebuffs, 0.1, self)
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self:ScheduleRepeatingEvent(self.elementName, self.UpdateTargetDebuffs, 0.1, self)
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self:Show(false)
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self:Show(false)
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end
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function TargetCC.prototype:Disable(core)
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@ -83,17 +146,17 @@ end
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-- OVERRIDE
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function TargetCC.prototype:GetDefaultSettings()
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local settings = TargetCC.super.prototype.GetDefaultSettings(self)
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local settings = TargetCC.super.prototype.GetDefaultSettings(self)
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settings["enabled"] = false
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settings["shouldAnimate"] = false
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settings["desiredLerpTime"] = nil
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settings["lowThreshold"] = 0
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settings["enabled"] = false
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settings["shouldAnimate"] = false
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settings["desiredLerpTime"] = nil
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settings["lowThreshold"] = 0
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settings["side"] = IceCore.Side.Left
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settings["offset"] = 3
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settings["usesDogTagStrings"] = false
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return settings
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return settings
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end
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-- OVERRIDE
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@ -121,76 +184,76 @@ function TargetCC.prototype:GetOptions()
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end,
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}
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return opts
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return opts
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end
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-- 'Protected' methods --------------------------------------------------------
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function _GetMaxDebuffDuration(unitName, debuffNames)
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local i = 1
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local debuff, rank, texture, count, debuffType, duration, remaining = UnitDebuff(unitName, i)
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local result = {nil, nil, nil}
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local i = 1
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local debuff, rank, texture, count, debuffType, duration, remaining = UnitDebuff(unitName, i)
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local result = {nil, nil, nil}
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while debuff do
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if debuffNames[debuff] then
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if result[0] then
|
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if result[2] < remaining then
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result = {debuff, duration, remaining}
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end
|
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else
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result = {debuff, duration, remaining}
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end
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end
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while debuff do
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if debuffNames[debuff] then
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if result[0] then
|
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if result[2] < remaining then
|
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result = {debuff, duration, remaining}
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end
|
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else
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result = {debuff, duration, remaining}
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end
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end
|
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|
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i = i + 1;
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i = i + 1;
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debuff, rank, texture, count, debuffType, duration, remaining = UnitDebuff(unitName, i)
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end
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debuff, rank, texture, count, debuffType, duration, remaining = UnitDebuff(unitName, i)
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end
|
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|
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return unpack(result)
|
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return unpack(result)
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end
|
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|
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function TargetCC.prototype:UpdateTargetDebuffs()
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local name, duration, remaining = _GetMaxDebuffDuration(self.unit, self.debuffList)
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local targetName = UnitName(self.unit)
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||||
local name, duration, remaining = _GetMaxDebuffDuration(self.unit, self.debuffList)
|
||||
local targetName = UnitName(self.unit)
|
||||
|
||||
if (name ~= nil) and (self.previousDebuff == nil) and (duration ~= nil) and (remaining ~= nil) then
|
||||
if (duration > 1) and (self.moduleSettings.alertParty) and ((GetNumPartyMembers() >= 1) or (GetNumRaidMembers() >= 1)) then
|
||||
SendChatMessage(targetName .. ": " .. name .. " (" .. tostring(floor(remaining * 10) / 10) .. "/" .. tostring(duration) .. "s)", "PARTY")
|
||||
end
|
||||
if (name ~= nil) and (self.previousDebuff == nil) and (duration ~= nil) and (remaining ~= nil) then
|
||||
if (duration > 1) and (self.moduleSettings.alertParty) and ((GetNumPartyMembers() >= 1) or (GetNumRaidMembers() >= 1)) then
|
||||
SendChatMessage(targetName .. ": " .. name .. " (" .. tostring(floor(remaining * 10) / 10) .. "/" .. tostring(duration) .. "s)", "PARTY")
|
||||
end
|
||||
|
||||
self.previousDebuff = name
|
||||
self.previousDebuffTarget = targetName
|
||||
self.previousDebuffTime = GetTime() + duration
|
||||
self.previousDebuff = name
|
||||
self.previousDebuffTarget = targetName
|
||||
self.previousDebuffTime = GetTime() + duration
|
||||
-- Parnic: Force the CurrScale to 1 so that the lerping doesn't make it animate up and back down
|
||||
self.CurrScale = 1.0
|
||||
elseif (self.previousDebuff ~= nil) then
|
||||
if (targetName ~= self.previousDebuffTarget) then
|
||||
self.previousDebuff = nil
|
||||
self.previousDebuffTarget = nil
|
||||
self.previousDebuffTime = nil
|
||||
elseif (GetTime() > self.previousDebuffTime) then
|
||||
self.previousDebuff = nil
|
||||
self.previousDebuffTarget = nil
|
||||
self.previousDebuffTime = nil
|
||||
end
|
||||
end
|
||||
elseif (self.previousDebuff ~= nil) then
|
||||
if (targetName ~= self.previousDebuffTarget) then
|
||||
self.previousDebuff = nil
|
||||
self.previousDebuffTarget = nil
|
||||
self.previousDebuffTime = nil
|
||||
elseif (GetTime() > self.previousDebuffTime) then
|
||||
self.previousDebuff = nil
|
||||
self.previousDebuffTarget = nil
|
||||
self.previousDebuffTime = nil
|
||||
end
|
||||
end
|
||||
|
||||
if (name ~= nil) then
|
||||
self:Show(true)
|
||||
if (name ~= nil) then
|
||||
self:Show(true)
|
||||
|
||||
if (duration ~= nil) then
|
||||
self:UpdateBar(remaining / duration, "CC:" .. self.debuffList[name])
|
||||
self:SetBottomText2(floor(remaining * 10) / 10)
|
||||
else
|
||||
self:UpdateBar(0, "CC:" .. self.debuffList[name])
|
||||
self:SetBottomText2("")
|
||||
end
|
||||
if (duration ~= nil) then
|
||||
self:UpdateBar(remaining / duration, "CC:" .. self.debuffList[name])
|
||||
self:SetBottomText2(floor(remaining * 10) / 10)
|
||||
else
|
||||
self:UpdateBar(0, "CC:" .. self.debuffList[name])
|
||||
self:SetBottomText2("")
|
||||
end
|
||||
|
||||
self:SetBottomText1(name)
|
||||
else
|
||||
self:Show(false)
|
||||
end
|
||||
self:SetBottomText1(name)
|
||||
else
|
||||
self:Show(false)
|
||||
end
|
||||
end
|
||||
|
||||
-- Load us up
|
||||
|
Reference in New Issue
Block a user