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Fixed possible infinite loop in custom counters
Only try to redraw if the maximum count exceeds the numbers of frames we have to display the count. If the maximum drops below the number of frames we have to display it, that's fine because the excess frames will just be hidden.
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@ -1,3 +1,7 @@
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v1.10.12:
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- Tweaked a few Druid CCs in the CC modules. If you've got a more up-to-date list of any of the CCs, please send them along to icehud@parnic.com
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- Hopefully fixed a problem that could cause a custom counter to loop forever and cause framerate problems. (ticket #230)
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v1.10.11:
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- Updated TOC for IceHUD_Options module
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- Fixed custom stack counters in graphical mode tracking spell charges failing to update when the maximum number of charges changes (such as with a talented 2-charge Demon Hunter Throw Glaive)
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@ -438,7 +438,7 @@ function IceCustomCount.prototype:UpdateCustomCount()
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local points = IceStackCounter_GetCount(self)
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local max = IceStackCounter_GetMaxCount(self)
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if max ~= #self.frame.graphical then
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if max > #self.frame.graphical then
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self:Redraw()
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return
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end
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