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- added some sanity checking to the runes module so that we don't try to create a rune that doesn't exist...this shouldn't ever catch anything, but arenas seem to cause issues so who knows
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@ -250,12 +250,26 @@ function Runes.prototype:CreateRuneFrame()
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self.frame.graphical = {}
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self.frame.graphical = {}
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end
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end
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local runeType
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for i=1, self.numRunes do
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for i=1, self.numRunes do
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self:CreateRune(i, GetRuneType(i), self.runeNames[GetRuneType(i)])
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runeType = GetRuneType(i)
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-- Parnic debug stuff for arena rune problem
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--DEFAULT_CHAT_FRAME:AddMessage("i="..i.." GetRuneType(i)=="..(runeType and runeType or "nil").." self.runeNames[type]=="..(self.runeNames[runeType] and self.runeNames[runeType] or "nil"))
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-- runeType really shouldn't be nil here, but blizzard's code checks GetRuneType's return value, so I guess I should too...
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if runeType then
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self:CreateRune(i, runeType, self.runeNames[runeType])
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end
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end
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end
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end
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end
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function Runes.prototype:CreateRune(i, type, name)
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function Runes.prototype:CreateRune(i, type, name)
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-- whiskey tango foxtrot?! apparently arenas can cause this? I can't test out the real cause myself, so putting in a stopgap for now
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if not name then
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return
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end
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-- create backgrounds
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-- create backgrounds
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if (not self.frame.graphicalBG[i]) then
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if (not self.frame.graphicalBG[i]) then
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self.frame.graphicalBG[i] = CreateFrame("StatusBar", nil, self.frame)
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self.frame.graphicalBG[i] = CreateFrame("StatusBar", nil, self.frame)
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