Firing that on every combat end is baaaaaaaaaaaad idea
Darthpred [02-28-13 - 09:13]
Firing that on every combat end is baaaaaaaaaaaad idea
diff --git a/ElvUI_SLE/modules/farm/farm.lua b/ElvUI_SLE/modules/farm/farm.lua
index f79952f..57a0245 100644
--- a/ElvUI_SLE/modules/farm/farm.lua
+++ b/ElvUI_SLE/modules/farm/farm.lua
@@ -264,13 +264,17 @@ end
function F:UpdateLayout(event)
if not SeedAnchor then return end
if event == "UNIT_QUEST_LOG_CHANGED" then E:Delay(1, F.UpdateLayout) end --For updating borders after quest was complited. for some reason events fires before quest disappeares from log
- if InCombatLockdown() then return end
+ if InCombatLockdown() then
+ F:RegisterEvent("PLAYER_REGEN_ENABLED", "UpdateLayout")
+ return
+ end
F:UpdateBar(_G["FarmToolBar"], F.UpdateBarLayout, F.InFarmZone, ToolAnchor, toolButtons)
F:UpdateBar(_G["FarmPortalBar"], F.UpdateBarLayout, F.InFarmZone, PortalAnchor, portalButtons)
for i=1, 5 do
F:UpdateBar(_G[("FarmSeedBar%d"):format(i)], F.UpdateSeedBarLayout, F.InSeedZone, SeedAnchor, seedButtons[i], i)
end
F:ResizeFrames()
+ F:UnregisterEvent("PLAYER_REGEN_ENABLED")
end
function F:AutoTarget(button)
@@ -418,7 +422,6 @@ function F:CreateFrames()
F:UpdateLayout()
F:RegisterEvent("ZONE_CHANGED", "UpdateLayout")
- F:RegisterEvent("PLAYER_REGEN_ENABLED", "UpdateLayout")
F:RegisterEvent("BAG_UPDATE", "FarmerInventoryUpdate")
F:RegisterEvent("UNIT_QUEST_LOG_CHANGED", "UpdateLayout")
end