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quick fixes

Steven Jackson [11-17-14 - 06:31]
quick fixes
Filename
Interface/AddOns/SVUI/packages/map/SVMap.lua
Interface/AddOns/SVUI/packages/unit/SVUnit.lua
diff --git a/Interface/AddOns/SVUI/packages/map/SVMap.lua b/Interface/AddOns/SVUI/packages/map/SVMap.lua
index 2aef419..467faac 100644
--- a/Interface/AddOns/SVUI/packages/map/SVMap.lua
+++ b/Interface/AddOns/SVUI/packages/map/SVMap.lua
@@ -852,7 +852,26 @@ function MOD:Load()
 		MiniMapChallengeMode:Point("LEFT", mapHolder, "LEFT", 12, 0)
 	end)

-	GarrisonLandingPageMinimapButton:HookScript("OnShow", CreateGarrisonDock)
+	local garrison = SV.Dock:SetDockButton("TopLeft", L["Garrison"], GARRISON_ICON, nil, "SVUI_Garrison", SetGarrisonTooltip, "SecureActionButtonTemplate")
+	garrison:SetAttribute("type1", "click")
+	garrison:SetAttribute("clickbutton", GarrisonLandingPageMinimapButton)
+
+	local garrisonStone = GetItemInfo(110560);
+	if(garrisonStone and type(garrisonStone) == "string") then
+		garrison:SetAttribute("tipExtraText", L["Garrison Hearthstone"])
+		garrison:SetAttribute("type2", "macro")
+		garrison:SetAttribute("macrotext", "/use [nomod] " .. garrisonStone)
+	end
+
+	GarrisonLandingPageMinimapButton:RemoveTextures()
+	GarrisonLandingPageMinimapButton:ClearAllPoints()
+	GarrisonLandingPageMinimapButton:SetAllPoints(garrison)
+	GarrisonLandingPageMinimapButton:SetNormalTexture("")
+	GarrisonLandingPageMinimapButton:SetPushedTexture("")
+	GarrisonLandingPageMinimapButton:SetHighlightTexture("")
+
+	GarrisonLandingPageMinimapButton:HookScript("OnShow", function() SVUI_Garrison:Show() end)
+	GarrisonLandingPageMinimapButton:HookScript("OnHide",  function() SVUI_Garrison:Hide() end)

 	if FeedbackUIButton then
 		FeedbackUIButton:Die()
diff --git a/Interface/AddOns/SVUI/packages/unit/SVUnit.lua b/Interface/AddOns/SVUI/packages/unit/SVUnit.lua
index 91ab75b..17a3c5a 100644
--- a/Interface/AddOns/SVUI/packages/unit/SVUnit.lua
+++ b/Interface/AddOns/SVUI/packages/unit/SVUnit.lua
@@ -603,10 +603,10 @@ function MOD:RefreshUnitLayout(frame, template)
 		health.colorOverlay = nil;
 		health.overlayAnimation = overlayAnimation

-		if(not GRID_MODE and frame.HealPrediction) then
+		if((not GRID_MODE) and frame.HealPrediction) then
 			frame.HealPrediction["frequentUpdates"] = health.frequentUpdates
 		end
-		if(not GRID_MODE and portraitOverlay and SV.db.SVUnit.forceHealthColor) then
+		if((not GRID_MODE) and portraitOverlay and SV.db.SVUnit.forceHealthColor) then
 			health.colorOverlay = true;
 		else
 			if(GRID_MODE or (db.colorOverride and db.colorOverride == "FORCE_ON")) then