537 lines
15 KiB
Lua
537 lines
15 KiB
Lua
MINIMAPPING_TIMER = 5.5;
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MINIMAPPING_FADE_TIMER = 0.5;
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MINIMAP_RECORDING_INDICATOR_ON = false;
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MINIMAP_EXPANDER_MAXSIZE = 28;
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function MinimapPing_OnLoad(self)
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-- self:SetFrameLevel(self:GetFrameLevel() + 1);
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self.fadeOut = nil;
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Minimap:SetPlayerTextureHeight(40);
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Minimap:SetPlayerTextureWidth(40);
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self:RegisterEvent("MINIMAP_PING");
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self:RegisterEvent("MINIMAP_UPDATE_ZOOM");
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end
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function ToggleMinimap()
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if(Minimap:IsShown()) then
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PlaySound("igMiniMapClose");
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Minimap:Hide();
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else
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PlaySound("igMiniMapOpen");
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Minimap:Show();
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end
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UpdateUIPanelPositions();
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end
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function Minimap_Update()
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MinimapZoneText:SetText(GetMinimapZoneText());
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local pvpType, isSubZonePvP, factionName = GetZonePVPInfo();
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if ( pvpType == "sanctuary" ) then
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MinimapZoneText:SetTextColor(0.41, 0.8, 0.94);
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elseif ( pvpType == "arena" ) then
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MinimapZoneText:SetTextColor(1.0, 0.1, 0.1);
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elseif ( pvpType == "friendly" ) then
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MinimapZoneText:SetTextColor(0.1, 1.0, 0.1);
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elseif ( pvpType == "hostile" ) then
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MinimapZoneText:SetTextColor(1.0, 0.1, 0.1);
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elseif ( pvpType == "contested" ) then
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MinimapZoneText:SetTextColor(1.0, 0.7, 0.0);
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else
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MinimapZoneText:SetTextColor(NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b);
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end
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Minimap_SetTooltip( pvpType, factionName );
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end
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function Minimap_SetTooltip( pvpType, factionName )
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if ( GameTooltip:IsOwned(MinimapZoneTextButton) ) then
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GameTooltip:SetOwner(MinimapZoneTextButton, "ANCHOR_LEFT");
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local zoneName = GetZoneText();
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local subzoneName = GetSubZoneText();
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if ( subzoneName == zoneName ) then
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subzoneName = "";
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end
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GameTooltip:AddLine( zoneName, 1.0, 1.0, 1.0 );
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if ( pvpType == "sanctuary" ) then
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GameTooltip:AddLine( subzoneName, 0.41, 0.8, 0.94 );
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GameTooltip:AddLine(SANCTUARY_TERRITORY, 0.41, 0.8, 0.94);
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elseif ( pvpType == "arena" ) then
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GameTooltip:AddLine( subzoneName, 1.0, 0.1, 0.1 );
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GameTooltip:AddLine(FREE_FOR_ALL_TERRITORY, 1.0, 0.1, 0.1);
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elseif ( pvpType == "friendly" ) then
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GameTooltip:AddLine( subzoneName, 0.1, 1.0, 0.1 );
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GameTooltip:AddLine(format(FACTION_CONTROLLED_TERRITORY, factionName), 0.1, 1.0, 0.1);
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elseif ( pvpType == "hostile" ) then
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GameTooltip:AddLine( subzoneName, 1.0, 0.1, 0.1 );
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GameTooltip:AddLine(format(FACTION_CONTROLLED_TERRITORY, factionName), 1.0, 0.1, 0.1);
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elseif ( pvpType == "contested" ) then
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GameTooltip:AddLine( subzoneName, 1.0, 0.7, 0.0 );
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GameTooltip:AddLine(CONTESTED_TERRITORY, 1.0, 0.7, 0.0);
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elseif ( pvpType == "combat" ) then
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GameTooltip:AddLine( subzoneName, 1.0, 0.1, 0.1 );
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GameTooltip:AddLine(COMBAT_ZONE, 1.0, 0.1, 0.1);
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else
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GameTooltip:AddLine( subzoneName, NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b );
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end
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GameTooltip:Show();
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end
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end
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function MinimapPing_OnEvent(self, event, ...)
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if ( event == "MINIMAP_PING" ) then
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local arg1, arg2, arg3 = ...;
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Minimap_SetPing(arg2, arg3, 1);
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self.timer = MINIMAPPING_TIMER;
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elseif ( event == "MINIMAP_UPDATE_ZOOM" ) then
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MinimapZoomIn:Enable();
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MinimapZoomOut:Enable();
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local zoom = Minimap:GetZoom();
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if ( zoom == (Minimap:GetZoomLevels() - 1) ) then
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MinimapZoomIn:Disable();
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elseif ( zoom == 0 ) then
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MinimapZoomOut:Disable();
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end
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end
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end
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function MinimapPing_OnUpdate(self, elapsed)
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local timer = self.timer or 0;
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if ( timer > 0 ) then
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timer = timer - elapsed;
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if ( not self.fadeOut and timer <= MINIMAPPING_FADE_TIMER ) then
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MinimapPing_FadeOut();
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end
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local percentage = timer - floor(timer)
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MinimapPingSpinner:SetRotation(percentage * math.pi/2);
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-- We want about 7 expansions per ping to match the old animation.
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percentage = mod(timer, MINIMAPPING_TIMER/7);
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MinimapPingExpander:SetHeight(MINIMAP_EXPANDER_MAXSIZE * (1 - percentage));
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MinimapPingExpander:SetWidth(MINIMAP_EXPANDER_MAXSIZE * (1 - percentage));
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self.timer = timer;
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end
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if ( self.fadeOut ) then
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local fadeOutTimer = self.fadeOutTimer - elapsed;
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if ( fadeOutTimer > 0 ) then
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MinimapPing:SetAlpha(fadeOutTimer/MINIMAPPING_FADE_TIMER);
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else
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MinimapPing.fadeOut = nil;
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MinimapPing:Hide();
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end
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self.fadeOutTimer = fadeOutTimer;
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end
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end
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function Minimap_SetPing(x, y, playSound)
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x = x * Minimap:GetWidth();
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y = y * Minimap:GetHeight();
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if ( sqrt(x * x + y * y) < (Minimap:GetWidth() / 2) ) then
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MinimapPing:SetPoint("CENTER", "Minimap", "CENTER", x, y);
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MinimapPing:SetAlpha(1);
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MinimapPing:Show();
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if ( playSound ) then
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PlaySound("MapPing");
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end
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else
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MinimapPing:Hide();
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end
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end
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function MiniMapBattlefieldFrame_OnUpdate (self, elapsed)
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if ( GameTooltip:IsOwned(self) ) then
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BattlefieldFrame_UpdateStatus(1);
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if ( self.tooltip ) then
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GameTooltip:SetText(self.tooltip);
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end
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end
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end
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function MinimapPing_FadeOut()
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MinimapPing.fadeOut = 1;
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MinimapPing.fadeOutTimer = MINIMAPPING_FADE_TIMER;
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end
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function Minimap_ZoomInClick()
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MinimapZoomOut:Enable();
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PlaySound("igMiniMapZoomIn");
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Minimap:SetZoom(Minimap:GetZoom() + 1);
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if(Minimap:GetZoom() == (Minimap:GetZoomLevels() - 1)) then
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MinimapZoomIn:Disable();
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end
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end
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function Minimap_ZoomOutClick()
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MinimapZoomIn:Enable();
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PlaySound("igMiniMapZoomOut");
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Minimap:SetZoom(Minimap:GetZoom() - 1);
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if(Minimap:GetZoom() == 0) then
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MinimapZoomOut:Disable();
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end
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end
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function Minimap_OnClick(self)
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local x, y = GetCursorPosition();
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x = x / self:GetEffectiveScale();
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y = y / self:GetEffectiveScale();
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local cx, cy = self:GetCenter();
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x = x - cx;
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y = y - cy;
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if ( sqrt(x * x + y * y) < (self:GetWidth() / 2) ) then
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Minimap:PingLocation(x, y);
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end
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end
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function Minimap_ZoomIn()
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MinimapZoomIn:Click();
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end
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function Minimap_ZoomOut()
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MinimapZoomOut:Click();
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end
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function EyeTemplate_OnUpdate(self, elapsed)
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AnimateTexCoords(self.texture, 512, 256, 64, 64, 29, elapsed)
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end
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function EyeTemplate_StartAnimating(eye)
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eye:SetScript("OnUpdate", EyeTemplate_OnUpdate);
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end
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function EyeTemplate_StopAnimating(eye)
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eye:SetScript("OnUpdate", nil);
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if ( eye.texture.frame ) then
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eye.texture.frame = 1; --To start the animation over.
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end
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eye.texture:SetTexCoord(0, 0.125, 0, .25);
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end
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function MiniMapLFG_UpdateIsShown()
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local mode, submode = GetLFGMode();
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if ( mode ) then
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MiniMapLFGFrame:Show();
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if ( mode == "queued" or mode == "listed" or mode == "rolecheck" ) then
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EyeTemplate_StartAnimating(MiniMapLFGFrame.eye);
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else
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EyeTemplate_StopAnimating(MiniMapLFGFrame.eye);
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end
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else
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MiniMapLFGFrame:Hide();
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end
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end
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function MiniMapLFGFrame_TeleportIn()
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LFGTeleport(false);
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end
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function MiniMapLFGFrame_TeleportOut()
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LFGTeleport(true);
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end
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function MiniMapLFGFrameDropDown_Update()
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local info = UIDropDownMenu_CreateInfo();
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local mode, submode = GetLFGMode();
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--This one can appear in addition to others, so we won't just check the mode.
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if ( IsPartyLFG() ) then
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local addButton = false;
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if ( IsInLFGDungeon() ) then
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info.text = TELEPORT_OUT_OF_DUNGEON;
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info.func = MiniMapLFGFrame_TeleportOut;
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addButton = true;
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elseif ((GetNumPartyMembers() > 0) or (GetNumRaidMembers() > 0)) then
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info.text = TELEPORT_TO_DUNGEON;
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info.func = MiniMapLFGFrame_TeleportIn;
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addButton = true;
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end
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if ( addButton ) then
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UIDropDownMenu_AddButton(info);
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end
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end
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if ( mode == "proposal" and submode == "unaccepted" ) then
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info.text = ENTER_DUNGEON;
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info.func = AcceptProposal;
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UIDropDownMenu_AddButton(info);
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info.text = LEAVE_QUEUE;
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info.func = RejectProposal;
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UIDropDownMenu_AddButton(info);
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elseif ( mode == "queued" ) then
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info.text = LEAVE_QUEUE;
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info.func = LeaveLFG;
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info.disabled = (submode == "unempowered");
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UIDropDownMenu_AddButton(info);
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elseif ( mode == "listed" ) then
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if ((GetNumPartyMembers() > 0) or (GetNumRaidMembers() > 0)) then
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info.text = UNLIST_MY_GROUP;
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else
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info.text = UNLIST_ME;
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end
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info.func = LeaveLFG;
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info.disabled = (submode == "unempowered");
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UIDropDownMenu_AddButton(info);
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end
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end
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function MiniMapLFGFrame_OnClick(self, button)
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local mode, submode = GetLFGMode();
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if ( button == "RightButton" or mode == "lfgparty" or mode == "abandonedInDungeon") then
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--Display dropdown
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PlaySound("igMainMenuOpen");
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--Weird hack so that the popup isn't under the queued status window (bug 184001)
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local yOffset;
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if ( mode == "queued" ) then
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MiniMapLFGFrameDropDown.point = "BOTTOMRIGHT";
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MiniMapLFGFrameDropDown.relativePoint = "TOPLEFT";
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yOffset = 0;
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else
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MiniMapLFGFrameDropDown.point = nil;
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MiniMapLFGFrameDropDown.relativePoint = nil;
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yOffset = -5;
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end
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ToggleDropDownMenu(1, nil, MiniMapLFGFrameDropDown, "MiniMapLFGFrame", 0, yOffset);
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elseif ( mode == "proposal" ) then
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if ( not LFDDungeonReadyPopup:IsShown() ) then
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PlaySound("igCharacterInfoTab");
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StaticPopupSpecial_Show(LFDDungeonReadyPopup);
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end
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elseif ( mode == "queued" or mode == "rolecheck" ) then
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ToggleLFDParentFrame();
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elseif ( mode == "listed" ) then
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ToggleLFRParentFrame();
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end
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end
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function MiniMapLFGFrame_OnEnter(self)
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local mode, submode = GetLFGMode();
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if ( mode == "queued" ) then
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LFDSearchStatus:Show();
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elseif ( mode == "proposal" ) then
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GameTooltip:SetOwner(self, "ANCHOR_LEFT");
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GameTooltip:SetText(LOOKING_FOR_DUNGEON);
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GameTooltip:AddLine(DUNGEON_GROUP_FOUND_TOOLTIP, NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b, 1);
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GameTooltip:AddLine(" ");
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GameTooltip:AddLine(CLICK_HERE_FOR_MORE_INFO, NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b, 1);
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GameTooltip:Show();
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elseif ( mode == "rolecheck" ) then
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GameTooltip:SetOwner(self, "ANCHOR_LEFT");
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GameTooltip:SetText(LOOKING_FOR_DUNGEON);
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GameTooltip:AddLine(ROLE_CHECK_IN_PROGRESS_TOOLTIP, NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b, 1);
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GameTooltip:Show();
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elseif ( mode == "listed" ) then
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GameTooltip:SetOwner(self, "ANCHOR_LEFT");
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GameTooltip:SetText(LOOKING_FOR_RAID);
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GameTooltip:AddLine(YOU_ARE_LISTED_IN_LFR, NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b, 1);
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GameTooltip:Show();
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elseif ( mode == "lfgparty" ) then
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GameTooltip:SetOwner(self, "ANCHOR_LEFT");
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GameTooltip:SetText(LOOKING_FOR_DUNGEON);
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GameTooltip:AddLine(YOU_ARE_IN_DUNGEON_GROUP, NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b, 1);
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GameTooltip:Show();
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end
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end
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function MiniMapLFGFrame_OnLeave(self)
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GameTooltip:Hide();
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LFDSearchStatus:Hide();
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end
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function MinimapButton_OnMouseDown(self, button)
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if ( self.isDown ) then
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return;
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end
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local button = _G[self:GetName().."Icon"];
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local point, relativeTo, relativePoint, offsetX, offsetY = button:GetPoint();
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button:SetPoint(point, relativeTo, relativePoint, offsetX+1, offsetY-1);
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self.isDown = 1;
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end
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function MinimapButton_OnMouseUp(self)
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if ( not self.isDown ) then
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return;
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end
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local button = _G[self:GetName().."Icon"];
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local point, relativeTo, relativePoint, offsetX, offsetY = button:GetPoint();
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button:SetPoint(point, relativeTo, relativePoint, offsetX-1, offsetY+1);
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self.isDown = nil;
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end
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function Minimap_UpdateRotationSetting()
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if ( GetCVar("rotateMinimap") == "1" ) then
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MinimapCompassTexture:Show();
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MinimapNorthTag:Hide();
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else
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MinimapCompassTexture:Hide();
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MinimapNorthTag:Show();
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end
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end
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function ToggleMiniMapRotation()
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local rotate = GetCVar("rotateMinimap");
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if ( rotate == "1" ) then
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rotate = "0";
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else
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rotate = "1";
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end
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SetCVar("rotateMinimap", rotate);
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Minimap_UpdateRotationSetting();
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end
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function MinimapMailFrameUpdate()
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local sender1,sender2,sender3 = GetLatestThreeSenders();
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local toolText;
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if( sender1 or sender2 or sender3 ) then
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toolText = HAVE_MAIL_FROM;
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else
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toolText = HAVE_MAIL;
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end
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if( sender1 ) then
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toolText = toolText.."\n"..sender1;
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end
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if( sender2 ) then
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toolText = toolText.."\n"..sender2;
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end
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if( sender3 ) then
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toolText = toolText.."\n"..sender3;
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end
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GameTooltip:SetText(toolText);
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end
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function MiniMapTracking_Update()
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local texture = GetTrackingTexture();
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if ( MiniMapTrackingIcon:GetTexture() ~= texture ) then
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MiniMapTrackingIcon:SetTexture(texture);
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MiniMapTrackingShineFadeIn();
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end
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end
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function MiniMapTrackingDropDown_OnLoad(self)
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UIDropDownMenu_Initialize(self, MiniMapTrackingDropDown_Initialize, "MENU");
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end
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function MiniMapTracking_SetTracking (self, id)
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SetTracking(id);
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end
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function MiniMapTrackingDropDown_Initialize()
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local name, texture, active, category;
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local anyActive, checked;
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local count = GetNumTrackingTypes();
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local info;
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for id=1, count do
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name, texture, active, category = GetTrackingInfo(id);
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info = UIDropDownMenu_CreateInfo();
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info.text = name;
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info.checked = active;
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info.func = MiniMapTracking_SetTracking;
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info.icon = texture;
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info.arg1 = id;
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if ( category == "spell" ) then
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info.tCoordLeft = 0.0625;
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info.tCoordRight = 0.9;
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info.tCoordTop = 0.0625;
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info.tCoordBottom = 0.9;
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else
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info.tCoordLeft = 0;
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info.tCoordRight = 1;
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info.tCoordTop = 0;
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info.tCoordBottom = 1;
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end
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UIDropDownMenu_AddButton(info);
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if ( active ) then
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anyActive = active;
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end
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end
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if ( anyActive ) then
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checked = nil;
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else
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checked = 1;
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end
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info = UIDropDownMenu_CreateInfo();
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info.text = NONE;
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info.checked = checked;
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info.func = MiniMapTracking_SetTracking;
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info.arg1 = nil;
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UIDropDownMenu_AddButton(info);
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end
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function MiniMapTrackingShineFadeIn()
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-- Fade in the shine and then fade it out with the ComboPointShineFadeOut function
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local fadeInfo = {};
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fadeInfo.mode = "IN";
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fadeInfo.timeToFade = 0.5;
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fadeInfo.finishedFunc = MiniMapTrackingShineFadeOut;
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UIFrameFade(MiniMapTrackingButtonShine, fadeInfo);
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end
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function MiniMapTrackingShineFadeOut()
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|
UIFrameFadeOut(MiniMapTrackingButtonShine, 0.5);
|
|
end
|
|
|
|
local selectedRaidDifficulty;
|
|
local allowedRaidDifficulty;
|
|
function MiniMapInstanceDifficulty_OnEvent(self)
|
|
local _, instanceType, difficulty, _, maxPlayers, playerDifficulty, isDynamicInstance = GetInstanceInfo();
|
|
if ( ( instanceType == "party" or instanceType == "raid" ) and not ( difficulty == 1 and maxPlayers == 5 ) ) then
|
|
local isHeroic = false;
|
|
if ( instanceType == "party" and difficulty == 2 ) then
|
|
isHeroic = true;
|
|
elseif ( instanceType == "raid" ) then
|
|
if ( isDynamicInstance ) then
|
|
selectedRaidDifficulty = difficulty;
|
|
if ( playerDifficulty == 1 ) then
|
|
if ( selectedRaidDifficulty <= 2 ) then
|
|
selectedRaidDifficulty = selectedRaidDifficulty + 2;
|
|
end
|
|
isHeroic = true;
|
|
end
|
|
-- if modified difficulty is normal then you are allowed to select heroic, and vice-versa
|
|
if ( selectedRaidDifficulty == 1 ) then
|
|
allowedRaidDifficulty = 3;
|
|
elseif ( selectedRaidDifficulty == 2 ) then
|
|
allowedRaidDifficulty = 4;
|
|
elseif ( selectedRaidDifficulty == 3 ) then
|
|
allowedRaidDifficulty = 1;
|
|
elseif ( selectedRaidDifficulty == 4 ) then
|
|
allowedRaidDifficulty = 2;
|
|
end
|
|
allowedRaidDifficulty = "RAID_DIFFICULTY"..allowedRaidDifficulty;
|
|
elseif ( difficulty > 2 ) then
|
|
isHeroic = true;
|
|
end
|
|
end
|
|
|
|
MiniMapInstanceDifficultyText:SetText(maxPlayers);
|
|
-- the 1 looks a little off when text is centered
|
|
local xOffset = 0;
|
|
if ( maxPlayers >= 10 and maxPlayers <= 19 ) then
|
|
xOffset = -1;
|
|
end
|
|
if ( isHeroic ) then
|
|
MiniMapInstanceDifficultyTexture:SetTexCoord(0, 0.25, 0.0703125, 0.4140625);
|
|
MiniMapInstanceDifficultyText:SetPoint("CENTER", xOffset, -9);
|
|
else
|
|
MiniMapInstanceDifficultyTexture:SetTexCoord(0, 0.25, 0.5703125, 0.9140625);
|
|
MiniMapInstanceDifficultyText:SetPoint("CENTER", xOffset, 5);
|
|
end
|
|
self:Show();
|
|
else
|
|
self:Hide();
|
|
end
|
|
end
|
|
|
|
function _GetPlayerDifficultyMenuOptions()
|
|
return selectedRaidDifficulty, allowedRaidDifficulty;
|
|
end |