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