Rewrite on Faders: Details.FadeHandler.Fader(frame, animationType, speed, hideType)
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@@ -190,7 +190,7 @@
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if (force) then
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if (instance:IsGroupMode()) then
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for i = 1, instance.rows_fit_in_window do
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gump:Fade (instance.barras [i], "in", 0.3)
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Details.FadeHandler.Fader (instance.barras [i], "in", 0.3)
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end
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end
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end
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@@ -428,7 +428,7 @@
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row1.icone_classe:SetTexture (instance.total_bar.icon)
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row1.icone_classe:SetTexCoord (0.0625, 0.9375, 0.0625, 0.9375)
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gump:Fade (row1, "out")
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Details.FadeHandler.Fader (row1, "out")
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for i = instance.barraS[1], iter_last, 1 do
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instance_container._ActorTable[i]:UpdateBar (barras_container, whichRowLine, percentage_type, i, total, top, instance, force, percent_script, total_script, combat, bars_show_data, bars_brackets, bars_separator)
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@@ -464,7 +464,7 @@
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row1.icone_classe:SetTexture (instance.total_bar.icon)
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row1.icone_classe:SetTexCoord (0.0625, 0.9375, 0.0625, 0.9375)
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gump:Fade (row1, "out")
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Details.FadeHandler.Fader (row1, "out")
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for i = iter_last, instance.barraS[1], -1 do --> vai atualizar s� o range que esta sendo mostrado
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instance_container._ActorTable[i]:UpdateBar (barras_container, whichRowLine, percentage_type, i, total, top, instance, force, percent_script, total_script, combat, bars_show_data, bars_brackets, bars_separator)
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@@ -483,7 +483,7 @@
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if (force) then
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if (instance:IsGroupMode()) then
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for i = whichRowLine, instance.rows_fit_in_window do
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gump:Fade (instance.barras [i], "in", 0.3)
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Details.FadeHandler.Fader (instance.barras [i], "in", 0.3)
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end
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end
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end
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@@ -599,7 +599,7 @@
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esta_barra:SetValue (100)
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if (esta_barra.hidden or esta_barra.fading_in or esta_barra.faded) then
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gump:Fade (esta_barra, "out")
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Details.FadeHandler.Fader (esta_barra, "out")
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end
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return self:RefreshBarra (esta_barra, instancia)
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@@ -611,7 +611,7 @@
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if (esta_barra.hidden or esta_barra.fading_in or esta_barra.faded) then
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esta_barra:SetValue (esta_porcentagem)
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gump:Fade (esta_barra, "out")
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Details.FadeHandler.Fader (esta_barra, "out")
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if (instancia.row_info.texture_class_colors) then
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esta_barra.textura:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
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