diff --git a/Modules/RangeCheck.lua b/Modules/RangeCheck.lua index eccb1a6..5fac117 100644 --- a/Modules/RangeCheck.lua +++ b/Modules/RangeCheck.lua @@ -211,12 +211,12 @@ function RangeCheck.CheckRange(self) local spell = Gladdy.db.rangeCheckDefaultSpells[RangeCheck.playerClass].min - if( not UnitIsConnected(button.unit) or not UnitInPhase(button.unit) ) then + if (not UnitIsConnected(button.unit) or not UnitInPhase(button.unit)) then RangeCheck:SetRangeAlpha(button, false) - elseif( spell ) then + elseif (spell) then RangeCheck:SetRangeAlpha(button, LSR.IsSpellInRange(spell, button.unit) == 1) -- 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 - elseif( UnitInRaid(button.unit) or UnitInParty(button.unit) ) then + elseif (UnitInRaid(button.unit) or UnitInParty(button.unit)) then RangeCheck:SetRangeAlpha(button, UnitInRange(button.unit, "player")) -- Nope, fall back to interaction :( else