- minor initialization order fixups in the alternate power bar

- added new option (enabled by default) to have buffs and debuffs in Info modules sorted by expiration time instead of the order the game returns them in (application time?)
This commit is contained in:
Parnic
2011-03-14 00:26:48 +00:00
parent 3d79a0b1fa
commit ed9ec9389a
2 changed files with 72 additions and 12 deletions

View File

@ -3,11 +3,12 @@ local PlayerAlternatePower = IceCore_CreateClass(IceUnitBar)
-- Constructor --
function PlayerAlternatePower.prototype:init(moduleName, unit)
if not moduleName or not unit then
PlayerAlternatePower.super.prototype.init(self, "PlayerAlternatePower", "player")
else
PlayerAlternatePower.super.prototype.init(self, moduleName, unit)
end
PlayerAlternatePower.super.prototype.init(self, "PlayerAlternatePower", "player")
self.bTreatEmptyAsFull = true
self.power = 0
self.maxPower = 0
self.powerPercent = 0
end
function PlayerAlternatePower.prototype:GetDefaultSettings()
@ -23,7 +24,6 @@ function PlayerAlternatePower.prototype:GetDefaultSettings()
end
function PlayerAlternatePower.prototype:Enable(core)
self.bTreatEmptyAsFull = true
PlayerAlternatePower.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_POWER", "UpdateEvent")
@ -31,10 +31,6 @@ function PlayerAlternatePower.prototype:Enable(core)
self:RegisterEvent("UNIT_POWER_BAR_SHOW", "PowerBarShow")
self:RegisterEvent("UNIT_POWER_BAR_HIDE", "PowerBarHide")
self.power = 0
self.maxPower = 0
self.powerPercent = 0
self:Update(self.unit)
if self.maxPower == 0 then