Commit 53eaeed7 authored by Azilroka's avatar Azilroka
Browse files

Fix this from previous commit.

Trying to track down a taint.
parent 853b71eb
......@@ -30,7 +30,7 @@ The following options are listed by priority. The first check that returns true
.colorClassPet - Use `self.colors.class[class]` to color the bar if the unit is player controlled, but not a player
(boolean)
.colorReaction - Use `self.colors.reaction[reaction]` to color the bar based on the player's reaction towards the
unit. `neaction` is defined by the return value of
unit. `reaction` is defined by the return value of
[UnitReaction](http://wowprogramming.com/docs/api/UnitReaction.html) (boolean)
.colorSmooth - Use `smoothGradient` if present or `self.colors.smooth` to color the bar with a smooth gradient
based on the player's current health percentage (boolean)
......
......@@ -43,7 +43,7 @@ The following options are listed by priority. The first check that returns true
.colorClassPet - Use `self.colors.class[class]` to color the bar if the unit is player controlled, but not a player
(boolean)
.colorReaction - Use `self.colors.reaction[reaction]` to color the bar based on the player's reaction towards the
unit. `neaction` is defined by the return value of
unit. `reaction` is defined by the return value of
[UnitReaction](http://wowprogramming.com/docs/api/UnitReaction.html) (boolean)
.colorSmooth - Use `smoothGradient` if present or `self.colors.smooth` to color the bar with a smooth gradient
based on the player's current power percentage (boolean)
......
......@@ -162,7 +162,7 @@ for k, v in next, {
--[[ frame:Enable(asState)
Used to toggle the visibility of a unit frame based on the existence of its unit. This is a reference to
`negisterUnitWatch`.
`registerUnitWatch`.
* self - unit frame
* asState - if true, the frame's "state-unitexists" attribute will be set to a boolean value denoting whether the
......
......@@ -998,7 +998,7 @@ function TukuiUnitFrames:CreateUnits()
end
Boss[i]:Size(200, 29)
-- Movers:RegisterFrame(Boss[i])
Movers:RegisterFrame(Boss[i])
end
self.Units.Boss = Boss
......
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