- fixed an issue with the energy track where it stop before the encounter end.

This commit is contained in:
Tercio
2017-05-08 13:03:26 -03:00
parent 0cc3d1b8ea
commit 61d6ede647
2 changed files with 9 additions and 4 deletions
+2 -2
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File diff suppressed because one or more lines are too long
+7 -2
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@@ -2209,13 +2209,18 @@ local SPELL_POWER_PAIN = SPELL_POWER_PAIN or (PowerEnum and PowerEnum.Pain) or 1
local AlternatePowerMonitorFrame = CreateFrame ("frame")
AlternatePowerEnableFrame:RegisterEvent ("UNIT_POWER_BAR_SHOW")
AlternatePowerEnableFrame:RegisterEvent ("UNIT_POWER_BAR_HIDE")
--AlternatePowerEnableFrame:RegisterEvent ("UNIT_POWER_BAR_HIDE")
AlternatePowerEnableFrame:RegisterEvent ("ENCOUNTER_END")
--AlternatePowerEnableFrame:RegisterEvent ("PLAYER_REGEN_ENABLED")
AlternatePowerEnableFrame.IsRunning = false
AlternatePowerEnableFrame:SetScript ("OnEvent", function (self, event)
if (event == "UNIT_POWER_BAR_SHOW") then
AlternatePowerMonitorFrame:RegisterEvent ("UNIT_POWER")
else
AlternatePowerEnableFrame.IsRunning = true
elseif (AlternatePowerEnableFrame.IsRunning and (event == "ENCOUNTER_END" or event == "PLAYER_REGEN_ENABLED")) then -- and not InCombatLockdown()
AlternatePowerMonitorFrame:UnregisterEvent ("UNIT_POWER")
AlternatePowerEnableFrame.IsRunning = false
end
end)