Fixed a bug, selfdr frames weren't disappearing after PLAYER_ENTERING_WORLD.

This commit is contained in:
Relintai 2016-05-06 16:12:06 +02:00
parent b493734928
commit 354b183c36
2 changed files with 11 additions and 0 deletions

View File

@ -183,6 +183,7 @@ function Vect:Reset()
Vect.drs = {} Vect.drs = {}
Vect.target = {unitGUID = -1, timers = {}} Vect.target = {unitGUID = -1, timers = {}}
Vect.focus = {unitGUID = -1, timers = {}} Vect.focus = {unitGUID = -1, timers = {}}
Vect:HideSelfDRFrames();
end end
function Vect:OnInitialize() function Vect:OnInitialize()
@ -301,6 +302,7 @@ function Vect:COMBAT_LOG_EVENT_UNFILTERED(_, timestamp, eventType, srcGUID, srcN
if (not isPlayer and not libDRData:IsPVE(drCat)) then if (not isPlayer and not libDRData:IsPVE(drCat)) then
return return
end end
Vect:DRDebuffFaded(spellID, dstGUID, isPlayer); Vect:DRDebuffFaded(spellID, dstGUID, isPlayer);
end end
end end

View File

@ -339,3 +339,12 @@ function Vect:UpdateDRs(unitGUID)
end end
return found; return found;
end end
function Vect:HideSelfDRFrames()
if not Vect.frames["selfdr"][1] then return end;
for i = 1, 18 do
local frame = Vect.frames["selfdr"][i]["frame"];
frame:Hide();
end
end