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Quick band-aid fix for always visible 1-2 pixel bar #22

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Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ local StatusBarPrototype = T.StatusBarPrototype

function ZUF.HealthClipFrame_HealComm(frame)
if frame.HealCommBar then
ZUF:SetAlpha_HealComm(frame.HealCommBar, 1)
ZUF:SetAlpha_HealComm(frame.HealCommBar, 0) --xD changed from 1 to 0 to start it off hidden avoiding bug yet still have it there so it still positions properly
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@Zidras Zidras Dec 15, 2023

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This breaks raid frame prediction, and I also find this not to be an adequate change since it affects bar creation

end
end

Expand Down Expand Up @@ -303,6 +303,30 @@ function ZUF:UpdateHealComm(_, myIncomingHeal, otherIncomingHeal, absorb, _, has
local missingHealth = maxHealth - health
local healthPostHeal = health + myIncomingHeal + otherIncomingHeal

-- xD shit code fix to visually hide heal and absorb bar if it is empty avoiding the 1 pixel line they each have by default in that state. Can prob be placed in a better position and fixed in a much better way.
-- This fix is insipred by EvlUI's default function "UpdateFillBar" in their HealComm.lua, they use "if amount == 0 then bar:Hide()" there to do the same thing, calling it on UpdateHealComm. The reason I used SetAlpha instead is
-- that for Zidras UpdateHealComm using :Hide() breaks bar positioning.

if healthPostHeal == health then
self.myBar:SetAlpha(0)
self.otherBar:SetAlpha(0)
else
self.myBar:SetAlpha(1)
self.otherBar:SetAlpha(1)
end

if absorb == 0 then
healAbsorbBar:SetAlpha(0)
absorbBar:SetAlpha(0)
overAbsorb:SetAlpha(0)
else
healAbsorbBar:SetAlpha(1)
absorbBar:SetAlpha(1)
overAbsorb:SetAlpha(1)
end

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This would fail if you had one of the IncHeals present. Ideally, for the bandaid to work, I assume you'd have to check the Incoming value for 0 and AlphaHide the respective bar

-- xD end of shit code

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Same here, not all bars are absorb

-- handle over heal absorbs
healAbsorbBar:ClearAllPoints()
healAbsorbBar:Point(pred.anchor, frame.Health)
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