use new spec icon file
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@@ -739,7 +739,7 @@ function breakdownWindowFrame.SetClassIcon(actorObject, class)
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breakdownWindowFrame.classIcon:SetTexCoord(.1, .9, .1, .9)
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elseif (actorObject.spec) then
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breakdownWindowFrame.classIcon:SetTexture([[Interface\AddOns\Details\images\spec_icons_normal_alpha]])
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breakdownWindowFrame.classIcon:SetTexture([[Interface\\GLUES\\CHARACTERCREATE\\UI-CHARACTERCREATE-CLASSES-SPECS]])
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breakdownWindowFrame.classIcon:SetTexCoord(unpack(_detalhes.class_specs_coords [actorObject.spec]))
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else
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local coords = CLASS_ICON_TCOORDS[class]
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@@ -447,7 +447,7 @@ function Details:CreateEventTrackerFrame(parentObject, name)
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local get_player_icon = function(spec, class)
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if (spec) then
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return [[Interface\AddOns\Details\images\spec_icons_normal]], unpack(Details.class_specs_coords [spec])
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return [[Interface\\GLUES\\CHARACTERCREATE\\UI-CHARACTERCREATE-CLASSES-SPECS]], unpack(Details.class_specs_coords [spec])
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elseif (class) then
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return [[Interface\AddOns\Details\images\classes_small]], unpack(Details.class_coords [class])
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else
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@@ -2093,7 +2093,7 @@ local iconFrame_OnEnter = function(self)
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end
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if (specL) then
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GameCooltip:AddIcon([[Interface\AddOns\Details\images\spec_icons_normal_alpha]], 1, 2, iconSize, iconSize, specL, specR, specT, specB)
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GameCooltip:AddIcon([[Interface\\GLUES\\CHARACTERCREATE\\UI-CHARACTERCREATE-CLASSES-SPECS]], 1, 2, iconSize, iconSize, specL, specR, specT, specB)
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else
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GameCooltip:AddIcon([[Interface\GossipFrame\IncompleteQuestIcon]], 1, 2, iconSize, iconSize)
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end
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