Work on Ascension Backport
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@@ -75,7 +75,6 @@ local createAuraTabOnBreakdownWindow = function(tab, frame)
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local iconTexture = line:CreateTexture("$parentIcon", "overlay")
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iconTexture:SetSize(scroll_line_height -2 , scroll_line_height - 2)
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iconTexture:SetAlpha(0.924)
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detailsFramework:SetMask(iconTexture, Details:GetTextureAtlas("iconmask"))
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local nameLabel = line:CreateFontString("$parentName", "overlay", "GameFontNormal")
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local uptimeLabel = line:CreateFontString("$parentUptime", "overlay", "GameFontNormal")
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@@ -252,22 +251,6 @@ local aurasTabFillCallback = function(tab, player, combat)
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end
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end
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--check if this player has a augmentation buff container
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local augmentedBuffContainer = utilityActor.received_buffs_spells
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if (augmentedBuffContainer) then
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for sourceNameSpellId, spellTable in augmentedBuffContainer:ListSpells() do
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local sourceName, spellId = strsplit("@", sourceNameSpellId)
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spellId = tonumber(spellId)
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local spellName, _, spellIcon = Details.GetSpellInfo(spellId)
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if (spellName) then
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sourceName = detailsFramework:RemoveRealmName(sourceName)
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local uptime = spellTable.uptime or 0
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table.insert(newAuraTable, {spellIcon, spellName .. " [" .. sourceName .. "]", uptime, spellTable.appliedamt, spellTable.refreshamt, uptime / combatTime * 100, spellID = spellId, bReceived = true})
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end
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end
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end
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table.sort(newAuraTable, Details.Sort3)
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tab.BuffScroll:SetData(newAuraTable)
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tab.BuffScroll:Refresh()
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