quick fixes
Steven Jackson [11-17-14 - 06:31]
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