- fixed a couple of issues that could cause the SnD bar to display incorrectly

This commit is contained in:
Parnic
2010-03-25 17:49:17 +00:00
parent d7891520f6
commit b92f6bd5b3

View File

@ -149,7 +149,7 @@ function SliceAndDice.prototype:CreateDurationBar()
self.durationFrame:SetHeight(self.settings.barHeight) self.durationFrame:SetHeight(self.settings.barHeight)
if not self.durationFrame.bar then if not self.durationFrame.bar then
self.durationFrame.bar = self.frame:CreateTexture(nil, "LOW") self.durationFrame.bar = self.durationFrame:CreateTexture(nil, "LOW")
end end
self.durationFrame.bar:SetTexture(IceElement.TexturePath .. self:GetMyBarTexture()) self.durationFrame.bar:SetTexture(IceElement.TexturePath .. self:GetMyBarTexture())
@ -267,8 +267,10 @@ function SliceAndDice.prototype:UpdateDurationBar(unit)
-- player doesn't want to show the percent of max or the alpha is zeroed out, so don't bother with the duration bar -- player doesn't want to show the percent of max or the alpha is zeroed out, so don't bother with the duration bar
if not self.moduleSettings.showAsPercentOfMax or self.moduleSettings.durationAlpha == 0 then if not self.moduleSettings.showAsPercentOfMax or self.moduleSettings.durationAlpha == 0 then
self.durationFrame:Hide()
return return
end end
self.durationFrame:Show()
-- if we have combo points and a target selected, go ahead and show the bar so the duration bar can be seen -- if we have combo points and a target selected, go ahead and show the bar so the duration bar can be seen
if points > 0 and UnitExists("target") then if points > 0 and UnitExists("target") then