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https://github.com/parnic/ice-hud.git
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Initial dump of BfA compatibility
Updated for: - SPELL_POWER_* constants becoming Enum.PowerType.* - Rank no longer existing in return values for UnitAura, UnitBuff, UnitDebuff, UnitCastingInfo, UnitChannelInfo - UNIT_POWER event becoming UNIT_POWER_UPDATE - UnitPopupFrames no longer existing - Removed events: PLAYER_PET_CHANGED, UNIT_MAXPOWER, PET_BAR_CHANGED, UNIT_DYNAMIC_FLAGS - Texture return value from UnitAura type changing (name -> id) - All Warlock specializations using soul shards - Death Knight rune changes Haven't tested all classes/specializations yet, so I'm sure I missed some stuff. Probably need to add support for the new circular cooldown wipe flourish added in the base client. Saw a problem with cooldown flashes being delayed on DK runes becoming available that probably need to be fixed.
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@ -19,6 +19,11 @@ for _, v in ipairs(RtBBuffs) do
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RtBSet[v] = true
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end
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local SPELL_POWER_COMBO_POINTS = SPELL_POWER_COMBO_POINTS
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if IceHUD.WowVer >= 80000 then
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SPELL_POWER_COMBO_POINTS = Enum.PowerType.ComboPoints
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end
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-- Constructor --
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function RollTheBones.prototype:init()
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RollTheBones.super.prototype.init(self, "RollTheBones", "player")
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@ -43,7 +48,7 @@ function RollTheBones.prototype:Enable(core)
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RollTheBones.super.prototype.Enable(self, core)
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self:RegisterEvent("UNIT_AURA", "UpdateRollTheBones")
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self:RegisterEvent("UNIT_POWER", "ComboPointsChanged")
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self:RegisterEvent(IceHUD.UnitPowerEvent, "ComboPointsChanged")
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if not self.moduleSettings.alwaysFullAlpha then
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self:Show(false)
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@ -59,7 +64,7 @@ function RollTheBones.prototype:Disable(core)
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end
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function RollTheBones.prototype:ComboPointsChanged(...)
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if select('#', ...) >= 3 and select(1, ...) == "UNIT_POWER" and select(3, ...) ~= "COMBO_POINTS" then
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if select('#', ...) >= 3 and select(1, ...) == IceHUD.UnitPowerEvent and select(3, ...) ~= "COMBO_POINTS" then
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return
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end
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@ -212,8 +217,12 @@ end
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function RollTheBones.prototype:GetBuffDuration(unitName, ids)
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local i = 1
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local buff, rank, texture, type, duration, endTime, remaining, spellId
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buff, _, _, _, type, duration, endTime, _, _, _, spellId = UnitBuff(unitName, i)
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local buff, _, type, duration, endTime, spellId
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if IceHUD.WowVer < 80000 then
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buff, _, _, _, type, duration, endTime, _, _, _, spellId = UnitBuff(unitName, i)
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else
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buff, _, _, type, duration, endTime, _, _, _, spellId = UnitBuff(unitName, i)
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end
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local realDuration, remaining, count
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local now = GetTime()
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@ -230,7 +239,11 @@ function RollTheBones.prototype:GetBuffDuration(unitName, ids)
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i = i + 1;
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buff, _, _, _, type, duration, endTime, _, _, _, spellId = UnitBuff(unitName, i)
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if IceHUD.WowVer < 80000 then
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buff, _, _, _, type, duration, endTime, _, _, _, spellId = UnitBuff(unitName, i)
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else
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buff, _, _, type, duration, endTime, _, _, _, spellId = UnitBuff(unitName, i)
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end
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end
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