Mercurial > wow > bloodhound2
comparison Bloodhound2.lua @ 10:8875b9029a32 Release
Fixed Bug 3: Having Bloodhound2 enabled cause graphic glitches with quest tracking icons and map tooltips.
Marking as beta for further testing.
| author | only1yzerman |
|---|---|
| date | Mon, 24 Jun 2013 07:48:29 -0400 |
| parents | 8e81e24efb3f |
| children | ad6dff5d31c7 |
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| 9:23b38b681d43 | 10:8875b9029a32 |
|---|---|
| 83 return | 83 return |
| 84 end | 84 end |
| 85 | 85 |
| 86 local cmap = GetCurrentMapContinent(); | 86 local cmap = GetCurrentMapContinent(); |
| 87 local zmap = GetCurrentMapZone(); | 87 local zmap = GetCurrentMapZone(); |
| 88 SetMapToCurrentZone(); | 88 if(WorldMapFrame:IsVisible() ~= 1) then |
| 89 SetMapToCurrentZone(); | |
| 90 end | |
| 89 local c = GetCurrentMapContinent(); -- get current player position | 91 local c = GetCurrentMapContinent(); -- get current player position |
| 90 local z = GetCurrentMapZone(); | 92 local z = GetCurrentMapZone(); |
| 91 local x, y = GetPlayerMapPosition("player"); | 93 local x, y = GetPlayerMapPosition("player"); |
| 92 local f = GetPlayerFacing(); | 94 local f = GetPlayerFacing(); |
| 93 local m = Minimap:GetZoom(); | 95 local m = Minimap:GetZoom(); |
| 94 local ztxt = GetZoneText(); | 96 local ztxt = GetZoneText(); |
| 95 local zstxt = GetSubZoneText(); | 97 local zstxt = GetSubZoneText(); |
| 96 local badzones = { "","The Star's Bazaar", "The Emperor's Step", "The Golden Lantern", "Chamber of Reflection", "The Imperial Exchange", "Path of Serenity", "Ethereal Corridor", "The Celestial Vault", "Chamber of Enlightenment" } | 98 local badzones = { "","The Star's Bazaar", "The Emperor's Step", "The Golden Lantern", "Chamber of Reflection", "The Imperial Exchange", "Path of Serenity", "Ethereal Corridor", "The Celestial Vault", "Chamber of Enlightenment" } |
| 97 SetMapZoom(cmap, zmap); | 99 if(WorldMapFrame:IsVisible() ~= 1) then |
| 100 SetMapZoom(cmap, zmap); | |
| 101 end | |
| 98 | 102 |
| 99 if (c ~= player.C and c ~= 0 and c ~= -1) then -- reload continent data if continent has changed | 103 if (c ~= player.C and c ~= 0 and c ~= -1) then -- reload continent data if continent has changed |
| 100 Bloodhound2.HerbNodes, Bloodhound2.ContinentHerbs = Bloodhound2.ReloadNodes(Bloodhound2.HerbDatabase[c], Bloodhound2.ZoneDatum[c]); | 104 Bloodhound2.HerbNodes, Bloodhound2.ContinentHerbs = Bloodhound2.ReloadNodes(Bloodhound2.HerbDatabase[c], Bloodhound2.ZoneDatum[c]); |
| 101 Bloodhound2.OreNodes, Bloodhound2.ContinentOre = Bloodhound2.ReloadNodes(Bloodhound2.OreDatabase[c], Bloodhound2.ZoneDatum[c]); | 105 Bloodhound2.OreNodes, Bloodhound2.ContinentOre = Bloodhound2.ReloadNodes(Bloodhound2.OreDatabase[c], Bloodhound2.ZoneDatum[c]); |
| 102 Bloodhound2.MiscNodes, Bloodhound2.ContinentNode = Bloodhound2.ReloadNodes(Bloodhound2.MiscDatabase[c], Bloodhound2.ZoneDatum[c]); | 106 Bloodhound2.MiscNodes, Bloodhound2.ContinentNode = Bloodhound2.ReloadNodes(Bloodhound2.MiscDatabase[c], Bloodhound2.ZoneDatum[c]); |
