Thinking more on this... it may be better to instead of using ShowFriends() add a check before the Send
something like
if UnitIsConnected(self.Friends[self.PosSendNext]) then
self:Send ("W", msg, self.Friends[self.PosSendNext])
end
Edit: Hrmm no, that won't work as we don't have the unitID only the name.
Last edited by Rythal : 01-04-15 at 12:11 PM.
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