- updated every other reference to a bar's texture to use the accessor method instead. this allows overridden textures to work globally

This commit is contained in:
Parnic
2009-07-27 05:48:12 +00:00
parent e785a1e1ca
commit d104fcfb21
7 changed files with 8 additions and 8 deletions

View File

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