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- updated every other reference to a bar's texture to use the accessor method instead. this allows overridden textures to work globally
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@ -708,7 +708,7 @@ function PlayerHealth.prototype:CreateBackground(redraw)
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self.frame.button:ClearAllPoints()
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-- Parnic - kinda hacky, but in order to fit this region to multiple types of bars, we need to do this...
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-- would be nice to define this somewhere in data, but for now...here we are
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if self.settings.barTexture == "HiBar" then
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if self:GetMyBarTexture() == "HiBar" then
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self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", 0, 0)
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self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth(), 0)
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else
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@ -741,7 +741,7 @@ function PlayerHealth.prototype:CreateHealBar()
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self.healFrame.bar = self.frame:CreateTexture(nil, "BACKGROUND")
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end
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self.healFrame.bar:SetTexture(IceElement.TexturePath .. self.settings.barTexture)
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self.healFrame.bar:SetTexture(IceElement.TexturePath .. self:GetMyBarTexture())
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self.healFrame.bar:SetAllPoints(self.frame)
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self.healFrame:SetStatusBarTexture(self.healFrame.bar)
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