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Possible fix for weird buff texture problem (vol 2)
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@ -558,7 +558,8 @@ function TargetInfo.prototype:UpdateBuffs()
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self.frame.buffFrame.buffs[i].texture:SetTexture(0, 0, 0, alpha)
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-- cooldown frame
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if (buffDuration > 0 and buffTimeLeft > 0) then
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if (buffDuration and buffDuration > 0 and
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buffTimeLeft and buffTimeLeft > 0) then
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local start = GetTime() - buffDuration + buffTimeLeft
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self.frame.buffFrame.buffs[i].cd:SetCooldown(start, buffDuration)
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self.frame.buffFrame.buffs[i].cd:Show()
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@ -584,7 +585,8 @@ function TargetInfo.prototype:UpdateBuffs()
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local buffName, buffRank, buffTexture, buffApplications, debuffDispelType,
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debuffDuration, debuffTimeLeft = UnitDebuff("target", i, filter and not hostile)
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if (buffTexture and (not hostile or not filter or (filter and debuffDuration > 0))) then
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if (buffTexture and (not hostile or not filter or
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(filter and debuffDuration and debuffDuration > 0))) then
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local color = debuffDispelType and DebuffTypeColor[debuffDispelType] or DebuffTypeColor["none"]
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local alpha = buffTexture and 1 or 0
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@ -592,7 +594,8 @@ function TargetInfo.prototype:UpdateBuffs()
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self.frame.debuffFrame.buffs[i].texture:SetVertexColor(color.r, color.g, color.b)
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-- cooldown frame
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if (debuffDuration > 0 and debuffTimeLeft > 0) then
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if (debuffDuration and debuffDuration > 0 and
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debuffTimeLeft and debuffTimeLeft > 0) then
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local start = GetTime() - debuffDuration + debuffTimeLeft
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self.frame.debuffFrame.buffs[i].cd:SetCooldown(start, debuffDuration)
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self.frame.debuffFrame.buffs[i].cd:Show()
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