if ( self.tooltip ) then
GameTooltip:SetOwner(self, ANCHOR_BOTTOMLEFT);
GameTooltip:SetText(self.tooltip);
end
GameTooltip:Hide();
if ( self.tooltip ) then
GameTooltip:SetOwner(self, ANCHOR_BOTTOMLEFT);
GameTooltip:SetText(self.tooltip);
end
GameTooltip:Hide();
if ( self.tooltip ) then
GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
GameTooltip:SetText(self.tooltip);
end
GameTooltip:Hide();
if ( self.tooltip ) then
GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
GameTooltip:SetText(self.name);
GameTooltip:AddLine(self.tooltip, 1.0, 1.0, 1.0, 1);
GameTooltip:Show();
end
GameTooltip:Hide();
ScorePlayer_OnMouseUp(self, button);
if ( self.tooltip ) then
GameTooltip:SetOwner(self);
GameTooltip:SetText(self.tooltip);
end
FauxScrollFrame_OnVerticalScroll(self, offset, SKILLFRAME_SKILL_HEIGHT, WorldStateScoreFrame_Update);
if ( event == "UPDATE_BATTLEFIELD_SCORE" or event == "UPDATE_WORLD_STATES") then
if ( WorldStateScoreFrame:IsVisible() or GetBattlefieldWinner() ) then
WorldStateScoreFrame_Resize();
WorldStateScoreFrame_Update();
end
end
if ( event == "PLAYER_ENTERING_WORLD" ) then
HideUIPanel(WorldStateScoreFrame);
BATTLEFIELD_SHUTDOWN_TIMER = 0;
end
WorldStateScoreFrame_Resize();
WorldStateScoreFrame_Update();
WorldStateScoreFrameTab_OnClick(WorldStateScoreFrameTab1);