Properly unset the statedriver when its disabled with custom conditionals active.
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+30
-30
@@ -103,45 +103,45 @@ function StateBar:UpdateStates(returnOnly)
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self:ForAll("UpdateStates")
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local statedriver
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if returnOnly or not self:GetStateOption("customEnabled") then
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if not self:GetStateOption("enabled") then
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statedriver = "0"
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elseif returnOnly or not self:GetStateOption("customEnabled") then
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statedriver = {}
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local stateconfig = self.config.states
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if self:GetStateOption("enabled") then
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-- arguments will be parsed from left to right, so we have a priority here
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-- arguments will be parsed from left to right, so we have a priority here
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if self:GetStateOption("possess") then
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table_insert(statedriver, "[bonusbar:5]11")
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if self:GetStateOption("possess") then
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table_insert(statedriver, "[bonusbar:5]11")
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end
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-- highest priority have our temporary quick-swap keys
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for _,v in pairs(modifiers) do
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local page = self:GetStateOption(v)
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if page and page ~= 0 then
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table_insert(statedriver, fmt("[mod:%s]%s", v, page))
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end
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end
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-- highest priority have our temporary quick-swap keys
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for _,v in pairs(modifiers) do
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local page = self:GetStateOption(v)
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if page and page ~= 0 then
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table_insert(statedriver, fmt("[mod:%s]%s", v, page))
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end
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-- second priority the manual changes using the StateBar options
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if self:GetStateOption("StateBar") then
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for i=2,6 do
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table_insert(statedriver, fmt("[bar:%s]%s", i, i))
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end
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end
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-- second priority the manual changes using the StateBar options
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if self:GetStateOption("StateBar") then
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for i=2,6 do
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table_insert(statedriver, fmt("[bar:%s]%s", i, i))
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end
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end
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-- third priority the stances
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if stancemap then
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if not stateconfig.stance[playerclass] then stateconfig.stance[playerclass] = {} end
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for i,v in pairs(stancemap) do
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local state = self:GetStanceState(v)
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if state and state ~= 0 and v.index then
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if playerclass == "DRUID" and v.id == "cat" then
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local prowl = self:GetStanceState("prowl")
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if prowl then
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table_insert(statedriver, fmt("[bonusbar:%s,stealth:1]%s", v.index, prowl))
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end
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-- third priority the stances
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if stancemap then
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if not stateconfig.stance[playerclass] then stateconfig.stance[playerclass] = {} end
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for i,v in pairs(stancemap) do
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local state = self:GetStanceState(v)
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if state and state ~= 0 and v.index then
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if playerclass == "DRUID" and v.id == "cat" then
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local prowl = self:GetStanceState("prowl")
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if prowl then
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table_insert(statedriver, fmt("[bonusbar:%s,stealth:1]%s", v.index, prowl))
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end
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table_insert(statedriver, fmt("[%s:%s]%s", v.type or "bonusbar", v.index, state))
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end
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table_insert(statedriver, fmt("[%s:%s]%s", v.type or "bonusbar", v.index, state))
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end
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end
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end
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