Format the text in the breakdown player list using the same font, size and outline of the damage window
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+10
-10
@@ -336,7 +336,7 @@
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end
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--> get the fractional number representing the alphabetical letter
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function _detalhes:GetOrderNumber (who_name)
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function _detalhes:GetOrderNumber(who_name)
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--local name = upper (who_name .. "zz")
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--local byte1 = _math_abs (_string_byte (name, 2)-91)/1000000
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--return byte1 + _math_abs (_string_byte (name, 1)-91)/10000
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@@ -727,10 +727,10 @@
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local arguments_cache = {}
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local parameters_cache = {}
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local replace_arg = function (i)
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local replace_arg = function(i)
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return arguments_cache [tonumber(i)]
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end
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local run_function = function (str)
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local run_function = function(str)
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--> cache functions
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local func, errortext = function_cache [str]
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if (not func) then
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@@ -1330,7 +1330,7 @@ end
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end
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--> work around to solve the UI Frame Flashes
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local onFinish = function (self)
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local onFinish = function(self)
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if (self.showWhenDone) then
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self.frame:SetAlpha (1)
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else
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@@ -1343,12 +1343,12 @@ end
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end
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end
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local stop = function (self)
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local stop = function(self)
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local FlashAnimation = self.FlashAnimation
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FlashAnimation:Stop()
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end
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local flash = function (self, fadeInTime, fadeOutTime, flashDuration, showWhenDone, flashInHoldTime, flashOutHoldTime, loopType)
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local flash = function(self, fadeInTime, fadeOutTime, flashDuration, showWhenDone, flashInHoldTime, flashOutHoldTime, loopType)
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local FlashAnimation = self.FlashAnimation
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@@ -1407,7 +1407,7 @@ end
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local fade_OUT_finished_func = function (frame)
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local fade_OUT_finished_func = function(frame)
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if (frame:IsShown() and frame.fading_out) then
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frame.hidden = false
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frame.faded = false
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@@ -1417,17 +1417,17 @@ end
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end
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end
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local just_fade_func = function (frame)
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local just_fade_func = function(frame)
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frame.hidden = false
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frame.faded = true
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frame.fading_in = false
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end
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local anim_OUT_alpha_func = function (frame)
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local anim_OUT_alpha_func = function(frame)
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frame.fading_out = false
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end
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local anim_IN_alpha_func = function (frame)
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local anim_IN_alpha_func = function(frame)
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frame.fading_in = false
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end
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