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- fixed bar transparency when going in and out of combat...hooray OOP!
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@ -557,11 +557,11 @@ function PlayerHealth.prototype:Resting()
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self.frame.statusIcon = self:CreateTexCoord(self.frame.statusIcon, "Interface\\CharacterFrame\\UI-StateIcon", 20, 20,
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self.moduleSettings.statusIconScale, 0.0625, 0.4475, 0.0625, 0.4375)
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self:SetTexLoc(self.frame.statusIcon, self.moduleSettings.statusIconOffset['x'], self.moduleSettings.statusIconOffset['y'])
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elseif not self.moduleSettings.showStatusIcon and self.frame.statusIcon and not UnitAffectingCombat(self.unit) then
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elseif not self.moduleSettings.showStatusIcon and self.frame.statusIcon and not self.combat then
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self.frame.statusIcon = self:DestroyTexFrame(self.frame.statusIcon)
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end
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else
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if not UnitAffectingCombat(self.unit) and self.frame.statusIcon then
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if not self.combat and self.frame.statusIcon then
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self.frame.statusIcon = self:DestroyTexFrame(self.frame.statusIcon)
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end
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end
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@ -571,7 +571,9 @@ end
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function PlayerHealth.prototype:CheckCombat()
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if UnitAffectingCombat(self.unit) or configMode then
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PlayerHealth.super.prototype.CheckCombat(self)
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if self.combat or configMode then
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if (configMode or self.moduleSettings.showStatusIcon) and not self.frame.statusIcon then
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self.frame.statusIcon = self:CreateTexCoord(self.frame.statusIcon, "Interface\\CharacterFrame\\UI-StateIcon", 20, 20,
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self.moduleSettings.statusIconScale, 0.5625, 0.9375, 0.0625, 0.4375)
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