cleanup
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@ -211,12 +211,12 @@ function RangeCheck.CheckRange(self)
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local spell = Gladdy.db.rangeCheckDefaultSpells[RangeCheck.playerClass].min
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if( not UnitIsConnected(button.unit) or not UnitInPhase(button.unit) ) then
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if (not UnitIsConnected(button.unit) or not UnitInPhase(button.unit)) then
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RangeCheck:SetRangeAlpha(button, false)
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elseif( spell ) then
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elseif (spell) then
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RangeCheck:SetRangeAlpha(button, LSR.IsSpellInRange(spell, button.unit) == 1)
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-- That didn't work, but they are grouped lets try the actual API for this, it's a bit flaky though and not that useful generally
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elseif( UnitInRaid(button.unit) or UnitInParty(button.unit) ) then
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elseif (UnitInRaid(button.unit) or UnitInParty(button.unit)) then
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RangeCheck:SetRangeAlpha(button, UnitInRange(button.unit, "player"))
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-- Nope, fall back to interaction :(
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else
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