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12-02-09, 03:32 PM   #21
haste
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You should make a new thread for that error as it isn't really related to sorting. You should also note that you have to add CustomAuraFilter and PreAuraSetPosition references to your frame object.
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12-02-09, 03:42 PM   #22
Dawn
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I added

Code:
		self.CustomAuraFilter = customAuraFilter
		self.PreAuraSetPosition = preAuraSetPosition
at the end of my layout if you mean that.
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Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

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12-02-09, 03:44 PM   #23
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At this point I can't really say much more than, works for me :-D. At least I never got any errors during my unit testing.
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12-02-09, 03:55 PM   #24
Dawn
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Thing is, I also use timeleft for another function, might be a problem.

The whole icon/buff function thing I use

Code:
local function auraIcon(self, icon, icons, index, debuff)
		icons.showDebuffType = true -- show debuff border type color 
		icon.cd.noOCC = true
		icon.cd.noCooldownCount = true
		icons.disableCooldown = true	
		
		icon.count:SetFont(font, fontS-14, fontF)
		icon.count:SetPoint("TOPRIGHT", icon, 4, 22)
	
		icon.time = icon:CreateFontString(nil, 'OVERLAY')
		icon.time:SetFont(font, fontS-13, fontF)
		icon.time:SetPoint('TOP', icon, 'BOTTOM', 0, 8)
		icon.time:SetJustifyH('CENTER')
		icon.time:SetVertexColor(trdcolor[1], trdcolor[2], trdcolor[3])
		
		icon.icon:SetTexCoord(.07, .93, .07, .93)
		icon.icon:SetPoint("TOPLEFT", icon, "TOPLEFT", 2, -2)
		icon.icon:SetPoint("BOTTOMRIGHT", icon, "BOTTOMRIGHT", -2, 2)
		
		icon.overlay:SetTexture(buffborder)
		icon.overlay:SetTexCoord(0,1,0,1)
		icon.overlay.Hide = function(self) self:SetVertexColor(trdcolor[1], trdcolor[2], trdcolor[3]) end
		--icon.overlay.Hide = function(self) self:SetVertexColor(maincolor[1],maincolor[2],maincolor[3]) end		
end

local function WeapEnchantIcon(self, icon, icons)
	icon.icon:SetTexCoord(.07, .93, .07, .93)
	icon.icon:SetPoint("TOPLEFT", icon, "TOPLEFT", 2, -2)
	icon.icon:SetPoint("BOTTOMRIGHT", icon, "BOTTOMRIGHT", -2, 2)
		
	icon.overlay:SetTexture(buffborder)
	icon.overlay:SetTexCoord(0, 1, .01, 1)
	icon.overlay.Hide = function(self) self:SetVertexColor(maincolor[1],maincolor[2],maincolor[3]) end
end

local function auraUpdateTimeShort(self, elapsed)
	self.timeLeft = math.max(self.timeLeft - elapsed, 0)
	self.time:SetText(self.timeLeft < 120 and math.floor(self.timeLeft) or '')
end

-- duration text
local function auraUpdateIcon(self, icons, unit, icon, index, offset, filter, isDebuff)
    if(unit == "target")or(unit == "focus") then
		local _, _, _, _, dtype = UnitAura(unit, index, icon.filter)

		if(icon.debuff) then
			icons.showDebuffType = false		
			if(icon.owner ~= 'player' and icon.owner ~= 'vehicle') then
			icon:SetBackdropColor(0, 0, 0)
			icon.overlay:SetVertexColor(trdcolor[1], trdcolor[2], trdcolor[3])			
			icon.icon:SetDesaturated(true)
			else
			local color = DebuffTypeColor[dtype] or DebuffTypeColor.none
			icon:SetBackdropColor(color.r * 0.9, color.g * 0.9, color.b * 0.9)
			icon.overlay:SetVertexColor(color.r * 0.9, color.g * 0.9, color.b * 0.9)			
			icon.icon:SetDesaturated(false)
			end
		end	
	end

	if(unit) or (self:GetParent():GetName():match"oUF_Party") then 
		local _, _, _, _, _, duration, timeLeft = UnitAura(unit, index, filter)
		
		if duration > 0 and timeLeft then
			icon.timeLeft = timeLeft - GetTime()
			
			if unit == 'player' then
				icon:SetScript('OnUpdate', auraUpdateTimeShort)			
			else
				icon:SetScript('OnUpdate', auraUpdateTimeShort)
			end
		else
			icon.timeLeft = nil
			icon.time:SetText()
			
			icon:SetScript('OnUpdate', nil)
		end
	end
end
and

Code:
	self.PostCreateAuraIcon = auraIcon
	self.PostUpdateAuraIcon = auraUpdateIcon
	self.PostUpdateAura = auraUpdate
Edit: That's without the sorting functions, ofc.
__________________
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."

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12-02-09, 06:05 PM   #25
haste
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1. You nil out timeLeft once in a while. This will only break the sorting as it has no value to compare against.
2. You set timeLeft irregularly on buttons.
3. If you use my CustomAuraFilter function you'll have a conflict between the two timeLeft values, especially since yours doesn't always set it. I'm guessing this is the case as you said it didn't error . If you remove it, it will however.
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12-03-09, 05:28 AM   #26
Dawn
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Thank you. Seems like I have to find a way to merge both functions, to keep the timers and finally be able to sort the auras.
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Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."

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12-03-09, 05:32 AM   #27
haste
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Easiest way would be to just use two variables. The sort variable only has to be updated when the aura is, since the durations will be equal across the sort table.
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12-03-09, 06:18 AM   #28
Dawn
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Yeah, got it. Timers + sorting works fine, now. No issues yet.
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Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."

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12-03-09, 07:26 AM   #29
Dawn
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Meh, got happy to early... While it works like a charm solo, it's breaking in groups.

C stack overflow, ... and whatnot.

Code:
-- duration text
local function auraUpdateTimeShort(self, elapsed)
	self.timeLeft = math.max(self.timeLeft - elapsed, 0)
	self.time:SetText(self.timeLeft < 120 and math.floor(self.timeLeft) or '')
end

local function auraUpdateIcon(self, icons, unit, icon, index, offset, filter, isDebuff)
    if(unit == "target")or(unit == "focus") then
		local _, _, _, _, dtype = UnitAura(unit, index, icon.filter)

		if(icon.debuff) then
			icons.showDebuffType = false		
			if(icon.owner ~= 'player' and icon.owner ~= 'vehicle') then
			icon:SetBackdropColor(0, 0, 0)
			icon.overlay:SetVertexColor(trdcolor[1], trdcolor[2], trdcolor[3])			
			icon.icon:SetDesaturated(true)
			else
			local color = DebuffTypeColor[dtype] or DebuffTypeColor.none
			icon:SetBackdropColor(color.r * 0.9, color.g * 0.9, color.b * 0.9)
			icon.overlay:SetVertexColor(color.r * 0.9, color.g * 0.9, color.b * 0.9)			
			icon.icon:SetDesaturated(false)
			end
		end	
	end

	if(unit) or (self:GetParent():GetName():match"oUF_Party") then 
			local _, _, _, _, _, duration, timeLeft = UnitAura(unit, index, filter)
		
		if duration > 0 and timeLeft then
			icon.timeLeft = timeLeft - GetTime()
			icon:SetScript('OnUpdate', auraUpdateTimeShort)			
		else
			--icon.timeLeft = nil
			icon.time:SetText()
			
			icon:SetScript('OnUpdate', nil)
		end
	end
end

-- sorting nightmare
local customAuraFilter = function(icons, unit, icon, name, rank, texture, count, dtype, duration, timeLeft, caster)
	local isPlayer

	if(caster == 'player' or caster == 'vehicle') then
		isPlayer = true
	end
	
	if((icons.onlyShowPlayer and isPlayer) or (not icons.onlyShowPlayer and name)) then
		icon.isPlayer = isPlayer
		icon.owner = caster
		if( timeLeft == 0 ) then
			icon.timeLeft = math.huge
		else
			icon.timeLeft = timeLeft
		end
		return true
	end
end
	  
local sort = function(a, b)
	return a.timeLeft > b.timeLeft
end
	  
local preAuraSetPosition = function(self, buffs, max)
	table.sort(buffs, function(a,b) return a.timeLeft > b.timeLeft end)
end
__________________
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."

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12-03-09, 07:38 AM   #30
haste
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I kinda need to know the error to be able to help you right now. I can read/post on forums and write/test code no my phone, but it doesn't really have the power to run WoW.
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12-03-09, 08:35 AM   #31
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Same here, I'll post the error (or the errors as there where quite a few, iirc) when I'm back home. Thanks for all the help!

Player and Target auras are still working and sorted while being in a group, just party auras are wrecked/gone.


From what I can say right now, it was some issue around this line

Code:
--icon.timeLeft = nil
un-commenting it, brings up the "compare with nil" error up again. And it breaks the sorting and duration function for all frames.
__________________
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."

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12-03-09, 08:59 AM   #32
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Niling out the timeLeft won't work, unless you change the sort function to treat nil values as a certain number (like -1). The best way is most likely to not nil it out at all, and just let the old value stay.

This will effect the sorting, but the icon is hidden, so oUF will simply ignore it when it's positioning them.
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12-03-09, 09:02 AM   #33
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Like that?

Code:
	if(unit) or (self:GetParent():GetName():match"oUF_Party") then 
			local _, _, _, _, _, duration, timeLeft = UnitAura(unit, index, filter)
		
			icon.timeLeft = timeLeft - GetTime()
			icon:SetScript('OnUpdate', auraUpdateTimeShort)			
		
	end
__________________
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."

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12-03-09, 09:07 AM   #34
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That should work fine, unless you remove timeLeft at a later point :P
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12-04-09, 03:12 AM   #35
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Originally Posted by Dawn View Post
I get the following error (several times) with that github version you posted above.

Code:
22.26  oUF: Error: Handler for event [UNIT_COMBAT] on unit [unknown] does not exist.
And the sorting function doesn't sort something, maybe I'm copy pasting it wrong, though. Even though I get no errors, just no sorting.
Hi Dawn, Haste.
Let me guess. You are using oUF Combat Feedback for your layout, aren't you, Dawn?

I had the same issue with mine this morning when updating oUF to version 1.3.24. Disabling support for combat feedback seemed to fix it. At least it works for now, until we can find the real issue.

Seems that oUF 1.3.24 breaks some things for oUF Combat Feedback r38. Your should post on the plugin's forum
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12-04-09, 04:54 AM   #36
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Originally Posted by AKcent View Post
Hi Dawn, Haste.
Let me guess. You are using oUF Combat Feedback for your layout, aren't you, Dawn?

I had the same issue with mine this morning when updating oUF to version 1.3.24. Disabling support for combat feedback seemed to fix it. At least it works for now, until we can find the real issue.

Seems that oUF 1.3.24 breaks some things for oUF Combat Feedback r38. Your should post on the plugin's forum
Yeah, I already disabled it and left a comment for Ammo that it stopped working.
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Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."

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12-04-09, 05:04 AM   #37
Dawn
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Originally Posted by haste View Post
That should work fine, unless you remove timeLeft at a later point :P
Wall of Text inc....

I reduced the code to this (I left in what I uncommented for reference):

Code:
-- duration text
local function auraUpdateTimeShort(self, elapsed)
	self.timeLeft = math.max(self.timeLeft - elapsed, 0)
	self.time:SetText(self.timeLeft < 120 and math.floor(self.timeLeft) or '')
end

local function auraUpdateIcon(self, icons, unit, icon, index, offset, filter, isDebuff, duration, timeLeft)
    if(unit == "target")or(unit == "focus") then
		local _, _, _, _, dtype = UnitAura(unit, index, icon.filter)

		if(icon.debuff) then
			icons.showDebuffType = false		
			if(icon.owner ~= 'player' and icon.owner ~= 'vehicle') then
			icon:SetBackdropColor(0, 0, 0)
			icon.overlay:SetVertexColor(trdcolor[1], trdcolor[2], trdcolor[3])			
			icon.icon:SetDesaturated(true)
			else
			local color = DebuffTypeColor[dtype] or DebuffTypeColor.none
			icon:SetBackdropColor(color.r * 0.9, color.g * 0.9, color.b * 0.9)
			icon.overlay:SetVertexColor(color.r * 0.9, color.g * 0.9, color.b * 0.9)			
			icon.icon:SetDesaturated(false)
			end
		end	
	end

	if(unit) or (self:GetParent():GetName():match"oUF_Party") then 
			local _, _, _, _, _, duration, timeLeft = UnitAura(unit, index, filter)

		icon.timeLeft = timeLeft - GetTime()			
		icon:SetScript('OnUpdate', auraUpdateTimeShort)	
		
		--if duration == 0 and not timeLeft then
			--icon.timeLeft = nil
			--icon.time:SetText()
			--icon:SetScript('OnUpdate', nil)
		--end
	end
end

--[[ sorting nightmare
local customAuraFilter = function(icons, unit, icon, name, rank, texture, count, dtype, duration, timeLeft, caster)
	local isPlayer

	if(caster == 'player' or caster == 'vehicle') then
		isPlayer = true
	end
	
	if((icons.onlyShowPlayer and isPlayer) or (not icons.onlyShowPlayer and name)) then
		icon.isPlayer = isPlayer
		icon.owner = caster
		
		if( timeLeft == 0 ) then
			icon.timeLeft = math.huge
		else
			icon.timeLeft = timeLeft
		end
		return true
	end
end
--]]	  
local sort = function(a, b)
	return a.timeLeft > b.timeLeft
end
	  
local preAuraSetPosition = function(self, icon, max)
	table.sort(icon, function(a,b) return a.timeLeft > b.timeLeft end)
end

As you can see I could easily get rid of the customfilter, since timeleft is part of the duration function, already. This code show duration and it sorts fine on player, target and focus. When I join a group and someone in there has a buff, the following error block pops up...

Code:
Message: Interface\AddOns\oUF_viv\oUF_viv.lua:423: attempt to compare number with nil
Time: 12/04/09 11:58:23
Count: 1
Stack: [string "Interface\FrameXML\BasicControls.xml:<Scrip..."]:18: in function <[string "Interface\FrameXML\BasicControls.xml:<Scrip..."]:4>
[C]: ?
Interface\AddOns\oUF_viv\oUF_viv.lua:423: in function <Interface\AddOns\oUF_viv\oUF_viv.lua:423>
[C]: in function `sort'
Interface\AddOns\oUF_viv\oUF_viv.lua:423: in function `PreAuraSetPosition'
Interface\AddOns\oUF\elements\aura.lua:293: in function `func'
Interface\AddOns\oUF\ouf.lua:316: in function `PLAYER_ENTERING_WORLD'
Interface\AddOns\oUF\ouf.lua:166: in function <Interface\AddOns\oUF\ouf.lua:153>
[C]: in function `SetAttribute'
Interface\FrameXML\SecureTemplates.lua:816: in function <Interface\FrameXML\SecureTemplates.lua:729>
Interface\FrameXML\SecureTemplates.lua:1024: in function `SecureGroupHeader_Update'
Interface\FrameXML\SecureTemplates.lua:616: in function <Interface\FrameXML\SecureTemplates.lua:614>
[C]: in function `SetAttribute'
Interface\FrameXML\SecureTemplates.lua:776: in function <Interface\FrameXML\SecureTemplates.lua:729>
Interface\FrameXML\SecureTemplates.lua:1024: in function <Interface\FrameXML\SecureTemplates.lua:905>
[C]: in function `Show'
Interface\AddOns\oUF_viv\oUF_viv.lua:1404: in main chunk

Locals: a = <unnamed> {
 overlay = <unnamed> {
 }
 time = <unnamed> {
 }
 cd = <unnamed> {
 }
 count = <unnamed> {
 }
 parent = <unnamed> {
 }
 frame = oUF_PartyUnitButton1 {
 }
 icon = <unnamed> {
 }
 0 = <userdata>
}
b = <unnamed> {
 overlay = <unnamed> {
 }
 0 = <userdata>
 parent = <unnamed> {
 }
 owner = "player"
 timeLeft = 1161.107
 isPlayer = true
 count = <unnamed> {
 }
 filter = "HELPFUL"
 time = <unnamed> {
 }
 frame = oUF_PartyUnitButton1 {
 }
 icon = <unnamed> {
 }
 cd = <unnamed> {
 }
}
(*temporary) = nil
(*temporary) = 1161.107
(*temporary) = "attempt to compare number with nil"
While line 423 is this (the red one):

Code:
local preAuraSetPosition = function(self, icon, max)
	table.sort(icon, function(a,b) return a.timeLeft > b.timeLeft end)
end

What I did to temporarily fix it - I'm only settting
Code:
		self.PreAuraSetPosition = preAuraSetPosition
for player target and focus, instead of setting it for all frames at the end of the layout.

This results in no error, duration text on party members, but no sorting for party. It sorts + duration for player, target, focus, ofc. I have no idea why it doesn't work on party frames (maybe raid, too haven't tested that), without any issues for said frames.
__________________
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."


Last edited by Dawn : 12-04-09 at 05:06 AM.
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12-04-09, 07:54 AM   #38
haste
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Originally Posted by Dawn View Post
Code:
local preAuraSetPosition = function(self, icon, max)
	table.sort(icon, function(a,b) return a.timeLeft > b.timeLeft end)
end
This indicates that you have a frame, which is suppose to have its aura sorted, but the aura icons are missing timeLeft. The best tip I can give you is to look at what frames bypasses your check, namely:
Code:
if(unit) or (self:GetParent():GetName():match"oUF_Party") then
The function you feed table.sort has one requirement, and that is that the .timeLeft variable is set on all aura icons it tries to sort. If it's missing you get the error you got above. A hacky workaround would be to assign a temporary timeLeft to frames that don't have one.

Originally Posted by AKcent View Post
Hi Dawn, Haste.
Let me guess. You are using oUF Combat Feedback for your layout, aren't you, Dawn?

I had the same issue with mine this morning when updating oUF to version 1.3.24. Disabling support for combat feedback seemed to fix it. At least it works for now, until we can find the real issue.

Seems that oUF 1.3.24 breaks some things for oUF Combat Feedback r38. Your should post on the plugin's forum
One of the major changes in 1.3.22 was that I separated the global oUF table from the frame table. This commit is the one which breaks combat feedback, unless I'm mistaken ofc .

Since your getting the error it means it uses the 1.2 style event system (or whenever I implemented proper elements and event merging). The change should be as simple as just feeding the RegisterEvent function the event function and removing the reference from the oUF table.
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12-05-09, 06:27 PM   #39
SpiritThief
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Originally Posted by haste View Post
The change should be as simple as just feeding the RegisterEvent function the event function and removing the reference from the oUF table.
For everyone that needs it fixed:
- Open the file oUF_CombatFeedback.lua
- Find the line:
Code:
object:RegisterEvent("UNIT_COMBAT")
- Change it to:
Code:
object:RegisterEvent("UNIT_COMBAT", combat)
Fixed it for me and seems to work fine.
Bear with me if this is not a good solution. I have never before looked at the source code of an addon. I just thought I'd post how I got it working again.
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