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- added support for new combo point, sunder/lacerate count textures
- added a new round combo point texture (user-submitted) - fixed a bug in the slice and dice module that caused it to stay visible for much longer than it should have under certain circumstances
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@ -37,7 +37,7 @@ end
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function SliceAndDice.prototype:Enable(core)
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SliceAndDice.super.prototype.Enable(self, core)
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self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateDurationBar")
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self:RegisterEvent("PLAYER_TARGET_CHANGED", "TargetChanged")
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if IceHUD.WowVer >= 30000 then
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self:RegisterEvent("UNIT_AURA", "UpdateSliceAndDice")
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self:RegisterEvent("UNIT_COMBO_POINTS", "UpdateDurationBar")
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@ -51,6 +51,11 @@ function SliceAndDice.prototype:Enable(core)
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self:SetBottomText1("")
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end
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function SliceAndDice.prototype:TargetChanged()
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self:UpdateDurationBar()
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self:UpdateSliceAndDice()
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end
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function SliceAndDice.prototype:Disable(core)
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SliceAndDice.super.prototype.Disable(self, core)
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@ -226,7 +231,7 @@ function SliceAndDice.prototype:UpdateSliceAndDice(unit, fromUpdate)
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else
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self:UpdateBar(0, "SliceAndDice")
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if ((IceHUD.WowVer >= 30000 and GetComboPoints(self.unit, "target") == 0) or (IceHUD.WowVer < 30000 and GetComboPoints("target") == 0)) or not UnitExists("target") then
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if ((IceHUD.WowVer >= 30000 and GetComboPoints(self.unit, "target") == 0) or (IceHUD.WowVer < 30000 and GetComboPoints() == 0)) or not UnitExists("target") then
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if self.bIsVisible then
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self.frame:SetScript("OnUpdate", nil)
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end
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@ -350,6 +355,12 @@ function SliceAndDice.prototype:IsItemIdInList(itemId, list)
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return false
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end
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function SliceAndDice.prototype:OutCombat()
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SliceAndDice.super.prototype.OutCombat(self)
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self:UpdateSliceAndDice()
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end
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local _, unitClass = UnitClass("player")
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-- Load us up
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if unitClass == "ROGUE" then
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