This commit is contained in:
Sumsebrum 2021-08-19 18:58:17 +02:00
parent e2d0af1e2b
commit 1c93e4ce4d

View File

@ -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