Rewrite on Faders: Details.FadeHandler.Fader(frame, animationType, speed, hideType)
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@@ -449,7 +449,7 @@ function atributo_heal:RefreshWindow (instancia, tabela_do_combate, forcar, expo
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row1.icone_classe:SetTexture (instancia.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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if (following and myPos and myPos > instancia.rows_fit_in_window and instancia.barraS[2] < myPos) then
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for i = instancia.barraS[1], iter_last-1, 1 do --> vai atualizar s� o range que esta sendo mostrado
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@@ -519,7 +519,7 @@ function atributo_heal:RefreshWindow (instancia, tabela_do_combate, forcar, expo
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row1.icone_classe:SetTexture (instancia.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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if (following and myPos and myPos > instancia.rows_fit_in_window and instancia.barraS[2] < myPos) then
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conteudo[myPos]:RefreshLine (instancia, barras_container, whichRowLine, myPos, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
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@@ -579,7 +579,7 @@ function atributo_heal:RefreshWindow (instancia, tabela_do_combate, forcar, expo
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if (forcar) then
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if (instancia.modo == 2) then --> group
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for i = whichRowLine, instancia.rows_fit_in_window do
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gump:Fade (instancia.barras [i], "in", 0.3)
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Details.FadeHandler.Fader (instancia.barras [i], "in", 0.3)
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end
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end
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end
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@@ -880,7 +880,7 @@ function atributo_heal:RefreshBarra2 (thisLine, instancia, tabela_anterior, forc
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thisLine:SetValue (100)
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if (thisLine.hidden or thisLine.fading_in or thisLine.faded) then
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gump:Fade (thisLine, "out")
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Details.FadeHandler.Fader (thisLine, "out")
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end
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return self:RefreshBarra (thisLine, instancia)
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@@ -898,7 +898,7 @@ function atributo_heal:RefreshBarra2 (thisLine, instancia, tabela_anterior, forc
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thisLine.animacao_ignorar = true
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end
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gump:Fade (thisLine, "out")
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Details.FadeHandler.Fader (thisLine, "out")
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if (instancia.row_info.texture_class_colors) then
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thisLine.textura:SetVertexColor (actor_class_color_r, actor_class_color_g, actor_class_color_b)
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