diff --git a/AtlasLoot/Core/AtlasLoot.lua b/AtlasLoot/Core/AtlasLoot.lua index 3aee9dc..0bf0981 100644 --- a/AtlasLoot/Core/AtlasLoot.lua +++ b/AtlasLoot/Core/AtlasLoot.lua @@ -799,10 +799,8 @@ Checks if a loot table is in memory and attempts to load the correct LoD module dataID: Loot table dataID ]] function AtlasLoot:IsLootTableAvailable(dataSource) - local moduleName = nil; moduleName = AtlasLoot:GetLODModule(dataSource); - if IsAddOnLoaded(moduleName) then return true; else diff --git a/AtlasLoot/DefaultFrame/AtlaslootDefaultFrameCreate.lua b/AtlasLoot/DefaultFrame/AtlaslootDefaultFrameCreate.lua index 2c9df3f..b9b0b02 100644 --- a/AtlasLoot/DefaultFrame/AtlaslootDefaultFrameCreate.lua +++ b/AtlasLoot/DefaultFrame/AtlaslootDefaultFrameCreate.lua @@ -508,7 +508,7 @@ function AtlasLoot:SubTableScrollFrameUpdate(tablename, dataSource, tablenum) if dataSource == AtlasLoot_MapData then row.Text:SetText(dataSource[tablename][value][1]); row:SetScript("OnEnter", function(self) - GameTooltip:SetOwner(self, "ANCHOR_RIGHT"); + GameTooltip:SetOwner(self, "ANCHOR_TOP"); GameTooltip:SetText(dataSource[tablename][value][1]); GameTooltip:Show(); end) @@ -516,7 +516,6 @@ function AtlasLoot:SubTableScrollFrameUpdate(tablename, dataSource, tablenum) else row.Text:SetText("|cffFFd200"..dataSource[tablename][value].Name); row:SetScript("OnEnter", function(self) - GameTooltip:SetOwner(self, "ANCHOR_RIGHT"); GameTooltip:Hide(); end) if tablenum == value and dataSource ~= AtlasLoot_MapData then