mirror of
https://github.com/parnic/ice-hud.git
synced 2025-06-16 14:50:13 -05:00
- abstracted the HolyPower module's functionality to a ClassPowerCounter module since the warlock shard bar is functionally identical to holy power
- added shard bar inheriting from ClassPowerCounter. same basic functionality as the holy power module: graphical mode that shows the default shards and numeric mode that just displays a count of active shards
This commit is contained in:
@ -1,295 +1,31 @@
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local AceOO = AceLibrary("AceOO-2.0")
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local HolyPower = AceOO.Class(IceElement)
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local HolyPower = AceOO.Class(IceClassPowerCounter)
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HolyPower.prototype.runeHeight = 22
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HolyPower.prototype.runeWidth = 36
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-- blizzard has hardcoded 3 runes right now, so i'll do the same...see PaladinPowerBar.lua
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HolyPower.prototype.numRunes = 3
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HolyPower.prototype.lastNumReady = 0
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-- Constructor --
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function HolyPower.prototype:init()
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HolyPower.super.prototype.init(self, "HolyPower")
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self:SetDefaultColor("HolyPowerNumeric", 218, 231, 31)
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self.scalingEnabled = true
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-- pulled from PaladinPowerBar.xml in Blizzard's UI source
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self.runeCoords =
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{
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{0.00390625, 0.14453125, 0.64843750, 0.82031250},
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{0.00390625, 0.12500000, 0.83593750, 0.96875000},
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{0.15234375, 0.25781250, 0.64843750, 0.81250000},
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}
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self.numericColor = "HolyPowerNumeric"
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self.unitPower = SPELL_POWER_HOLY_POWER
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end
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-- pulled from PaladinPowerBar.xml in Blizzard's UI source
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local runeCoords =
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{
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{0.00390625, 0.14453125, 0.64843750, 0.82031250},
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{0.00390625, 0.12500000, 0.83593750, 0.96875000},
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{0.15234375, 0.25781250, 0.64843750, 0.81250000},
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}
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local runeShineFadeSpeed = 0.4
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-- 'Public' methods -----------------------------------------------------------
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-- OVERRIDE
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function HolyPower.prototype:GetOptions()
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local opts = HolyPower.super.prototype.GetOptions(self)
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opts["vpos"] = {
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type = "range",
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name = "Vertical Position",
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desc = "Vertical Position",
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get = function()
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return self.moduleSettings.vpos
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end,
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set = function(info, v)
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self.moduleSettings.vpos = v
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self:Redraw()
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end,
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min = -300,
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max = 300,
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step = 10,
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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order = 31
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}
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opts["hpos"] = {
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type = "range",
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name = "Horizontal Position",
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desc = "Horizontal Position",
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get = function()
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return self.moduleSettings.hpos
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end,
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set = function(info, v)
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self.moduleSettings.hpos = v
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self:Redraw()
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end,
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min = -500,
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max = 500,
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step = 10,
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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order = 31
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}
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opts["hideBlizz"] = {
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type = "toggle",
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name = "Hide Blizzard Frame",
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desc = "Hides Blizzard Holy Power frame and disables all events related to it.\n\nNOTE: Blizzard attaches the holy power UI to the player's unitframe, so if you have that hidden in PlayerHealth, then this won't do anything.",
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get = function()
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return self.moduleSettings.hideBlizz
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end,
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set = function(info, value)
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self.moduleSettings.hideBlizz = value
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if (value) then
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self:HideBlizz()
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else
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self:ShowBlizz()
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end
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end,
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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order = 32
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}
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opts["runeMode"] = {
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type = 'select',
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name = 'Display mode',
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desc = "Choose whether you'd like a graphical or numeric representation of the runes.\n\nNOTE: The color of 'Numeric' mode can be controlled by the HolyPowerNumeric color.",
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get = function(info)
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return IceHUD:GetSelectValue(info, self.moduleSettings.runeMode)
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end,
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set = function(info, v)
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self.moduleSettings.runeMode = info.option.values[v]
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self:SetDisplayMode()
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self:UpdateRunePower()
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end,
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values = { "Graphical", "Numeric" },
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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order = 34
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}
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opts["runeGap"] = {
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type = 'range',
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name = 'Rune gap',
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desc = 'Spacing between each rune (only works for graphical mode)',
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min = 0,
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max = 100,
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step = 1,
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get = function()
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return self.moduleSettings.runeGap
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end,
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set = function(info, v)
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self.moduleSettings.runeGap = v
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self:Redraw()
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end,
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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hidden = function()
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return self.moduleSettings.runeMode ~= "Graphical"
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end,
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order = 34.1
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}
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opts["displayMode"] = {
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type = 'select',
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name = 'Rune orientation',
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desc = 'Whether the runes should draw side-by-side or on top of one another',
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get = function(info)
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return IceHUD:GetSelectValue(info, self.moduleSettings.displayMode)
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end,
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set = function(info, v)
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self.moduleSettings.displayMode = info.option.values[v]
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self:Redraw()
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end,
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values = { "Horizontal", "Vertical" },
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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hidden = function()
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return self.moduleSettings.runeMode ~= "Graphical"
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end,
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order = 35
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}
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opts["inactiveDisplayMode"] = {
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type = 'select',
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name = 'Inactive mode',
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desc = "This controls what happens to runes that are inactive. Darkened means they are visible but colored black, Hidden means they are not displayed.",
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get = function(info)
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return IceHUD:GetSelectValue(info, self.moduleSettings.inactiveDisplayMode)
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end,
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set = function(info, v)
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self.moduleSettings.inactiveDisplayMode = info.option.values[v]
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self:SetDisplayMode()
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self:UpdateRunePower()
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end,
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values = { "Darkened", "Hidden" },
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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hidden = function()
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return self.moduleSettings.runeMode ~= "Graphical"
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end,
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order = 36
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}
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opts["flashWhenReady"] = {
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type = "toggle",
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name = "Flash when ready",
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desc = "Shows a flash behind each holy rune when it becomes available.",
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get = function()
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return self.moduleSettings.flashWhenBecomingReady
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end,
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set = function(info, value)
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self.moduleSettings.flashWhenBecomingReady = value
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end,
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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hidden = function()
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return self.moduleSettings.runeMode ~= "Graphical"
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end,
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order = 37
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}
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opts.hideBlizz.desc = "Hides Blizzard Holy Power frame and disables all events related to it.\n\nNOTE: Blizzard attaches the holy power UI to the player's unitframe, so if you have that hidden in PlayerHealth, then this won't do anything."
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return opts
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end
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-- OVERRIDE
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function HolyPower.prototype:GetDefaultSettings()
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local defaults = HolyPower.super.prototype.GetDefaultSettings(self)
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defaults["vpos"] = 0
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defaults["hpos"] = 10
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defaults["runeFontSize"] = 20
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defaults["runeMode"] = "Graphical"
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defaults["usesDogTagStrings"] = false
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defaults["hideBlizz"] = false
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defaults["alwaysFullAlpha"] = false
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defaults["displayMode"] = "Horizontal"
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defaults["runeGap"] = 0
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defaults["flashWhenBecomingReady"] = true
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defaults["inactiveDisplayMode"] = "Darkened"
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return defaults
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end
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-- OVERRIDE
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function HolyPower.prototype:Redraw()
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HolyPower.super.prototype.Redraw(self)
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self:CreateFrame()
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end
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-- OVERRIDE
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function HolyPower.prototype:Enable(core)
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HolyPower.super.prototype.Enable(self, core)
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self:RegisterEvent("UNIT_POWER", "UpdateRunePower");
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self:RegisterEvent("UNIT_DISPLAYPOWER", "UpdateRunePower");
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self:RegisterEvent("UNIT_AURA", "UpdateRunePower");
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self:RegisterEvent("PLAYER_ENTERING_WORLD", "UpdateRunePower");
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if (self.moduleSettings.hideBlizz) then
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self:HideBlizz()
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end
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end
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function HolyPower.prototype:UpdateRunePower()
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local numReady = UnitPower("player", SPELL_POWER_HOLY_POWER)
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if self.moduleSettings.runeMode == "Graphical" then
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for i=1, self.numRunes do
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if i <= numReady then
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self.frame.graphical[i].rune:SetVertexColor(1, 1, 1)
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if self.moduleSettings.inactiveDisplayMode == "Hidden" then
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self.frame.graphical[i]:Show()
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end
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if i > self.lastNumReady and self.moduleSettings.flashWhenBecomingReady then
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local fadeInfo={
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mode = "IN",
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timeToFade = runeShineFadeSpeed,
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finishedFunc = function() self:ShineFinished(i) end,
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finishedArg1 = i
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}
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UIFrameFade(self.frame.graphical[i].shine, fadeInfo);
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end
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else
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if self.moduleSettings.inactiveDisplayMode == "Darkened" then
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self.frame.graphical[i].rune:SetVertexColor(0, 0, 0)
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elseif self.moduleSettings.inactiveDisplayMode == "Hidden" then
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self.frame.graphical[i]:Hide()
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end
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end
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end
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elseif self.moduleSettings.runeMode == "Numeric" then
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self.frame.numeric:SetText(tostring(numReady))
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self.frame.numeric:SetTextColor(self:GetColor("HolyPowerNumeric"))
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end
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self.lastNumReady = numReady
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if (self.moduleSettings.hideBlizz) then
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self:HideBlizz()
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end
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end
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function HolyPower.prototype:ShineFinished(rune)
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UIFrameFadeOut(self.frame.graphical[rune].shine, runeShineFadeSpeed);
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end
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function HolyPower.prototype:GetRuneTexture(rune)
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if not rune or rune ~= tonumber(rune) then
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return
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@ -298,102 +34,6 @@ function HolyPower.prototype:GetRuneTexture(rune)
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return "Interface\\PlayerFrame\\PaladinPowerTextures"
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end
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function HolyPower.prototype:CreateFrame()
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HolyPower.super.prototype.CreateFrame(self)
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self.frame:SetFrameStrata("BACKGROUND")
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self.frame:SetWidth(self.runeWidth*self.numRunes)
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self.frame:SetHeight(self.runeHeight)
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self.frame:ClearAllPoints()
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self.frame:SetPoint("TOP", self.parent, "BOTTOM", self.moduleSettings.hpos, self.moduleSettings.vpos)
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self:CreateRuneFrame()
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self:SetDisplayMode()
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end
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function HolyPower.prototype:SetDisplayMode()
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if self.moduleSettings.runeMode == "Graphical" then
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self.frame.numeric:Hide()
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for i=1, self.numRunes do
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self.frame.graphical[i]:Show()
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end
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elseif self.moduleSettings.runeMode == "Numeric" then
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self.frame.numeric:Show()
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for i=1, self.numRunes do
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self.frame.graphical[i]:Hide()
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end
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end
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end
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function HolyPower.prototype:CreateRuneFrame()
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-- create numeric runes
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self.frame.numeric = self:FontFactory(self.moduleSettings.runeFontSize, nil, self.frame.numeric)
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self.frame.numeric:SetWidth(50)
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self.frame.numeric:SetJustifyH("CENTER")
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self.frame.numeric:SetPoint("TOP", self.frame, "TOP", 0, 0)
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self.frame.numeric:Hide()
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if (not self.frame.graphical) then
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self.frame.graphical = {}
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end
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for i=1, self.numRunes do
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self:CreateRune(i)
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end
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end
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function HolyPower.prototype:CreateRune(i)
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-- create runes
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if (not self.frame.graphical[i]) then
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self.frame.graphical[i] = CreateFrame("Frame", nil, self.frame)
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self.frame.graphical[i].rune = self.frame.graphical[i]:CreateTexture(nil, "LOW")
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self.frame.graphical[i].rune:SetAllPoints(self.frame.graphical[i])
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self.frame.graphical[i].shine = self.frame.graphical[i]:CreateTexture(nil, "OVERLAY")
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self:SetupRuneTexture(i)
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self.frame.graphical[i].rune:SetVertexColor(0, 0, 0)
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end
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self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
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self.frame.graphical[i]:SetWidth(self.runeWidth)
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self.frame.graphical[i]:SetHeight(self.runeHeight)
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if self.moduleSettings.displayMode == "Horizontal" then
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self.frame.graphical[i]:SetPoint("TOPLEFT", (i-1) * (self.runeWidth-5) + (i-1) + ((i-1) * self.moduleSettings.runeGap), 0)
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else
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self.frame.graphical[i]:SetPoint("TOPLEFT", 0, -1 * ((i-1) * (self.runeHeight-5) + (i-1) + ((i-1) * self.moduleSettings.runeGap)))
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end
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self.frame.graphical[i]:Hide()
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self.frame.graphical[i].shine:SetTexture("Interface\\ComboFrame\\ComboPoint")
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self.frame.graphical[i].shine:SetBlendMode("ADD")
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self.frame.graphical[i].shine:SetTexCoord(0.5625, 1, 0, 1)
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self.frame.graphical[i].shine:ClearAllPoints()
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self.frame.graphical[i].shine:SetPoint("CENTER", self.frame.graphical[i], "CENTER")
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self.frame.graphical[i].shine:SetWidth(self.runeWidth + 25)
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self.frame.graphical[i].shine:SetHeight(self.runeHeight + 10)
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self.frame.graphical[i].shine:Hide()
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end
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function HolyPower.prototype:SetupRuneTexture(rune)
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if not rune or rune < 1 or rune > #runeCoords then
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return
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end
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self.frame.graphical[rune].rune:SetTexture(self:GetRuneTexture(rune))
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local a,b,c,d = unpack(runeCoords[rune])
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self.frame.graphical[rune].rune:SetTexCoord(a, b, c, d)
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end
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function HolyPower.prototype:GetAlphaAdd()
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return 0.15
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end
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function HolyPower.prototype:ShowBlizz()
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PaladinPowerBar:Show()
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@ -403,35 +43,12 @@ function HolyPower.prototype:ShowBlizz()
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PaladinPowerBar:RegisterEvent("UNIT_AURA");
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end
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function HolyPower.prototype:HideBlizz()
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PaladinPowerBar:Hide()
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PaladinPowerBar:UnregisterAllEvents()
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end
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function HolyPower.prototype:TargetChanged()
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HolyPower.super.prototype.TargetChanged(self)
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-- sort of a hack fix...if "ooc" alpha is set to 0, then the runes frame is all jacked up when the user spawns in
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-- need to re-run CreateFrame in order to setup the frame properly. not sure why :(
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self:Redraw()
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end
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function HolyPower.prototype:InCombat()
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HolyPower.super.prototype.InCombat(self)
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self:Redraw()
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end
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function HolyPower.prototype:OutCombat()
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HolyPower.super.prototype.OutCombat(self)
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self:Redraw()
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end
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function HolyPower.prototype:CheckCombat()
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HolyPower.super.prototype.CheckCombat(self)
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self:Redraw()
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end
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-- Load us up
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local _, unitClass = UnitClass("player")
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if (unitClass == "PALADIN" and IceHUD.WowVer >= 40000) then
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|
Reference in New Issue
Block a user