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10-23-10, 04:42 AM   #4
RVCA18
A Murloc Raider
 
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Join Date: Oct 2010
Posts: 5
Post Code Update

Hi spiel2001,

I went through the code and made some adjustments.

In the MozzFullWorldMap.xml

Code:
<OnLoad>
	<!-- added 'self' -->
	MozzFullWorldMapFrame_OnLoad(self);
</OnLoad>
<OnEvent>
	<!-- changed to 'self, event, ...' -->
	MozzFullWorldMapFrame_OnEvent(self, event, ...);
</OnEvent>
<OnUpdate>
	<!-- changed to 'elapsed' from 'arg1' -->
	MozzFullWorldMapFrame_OnUpdate(self, elapsed);
</OnUpdate>
...
<OnClick>
	<!-- added 'self' -->
	if ( self:GetChecked() ) then
        ...
	end
	...
</OnClick>
<OnShow>
	...
        <!-- added 'self' -->
	self:SetChecked( MozzFullWorldMap.Enabled );
</OnShow>
In the MozzFullWorldMap.lua

Code:
-- adjusted function options to 'self, event, ...'
function MozzFullWorldMapFrame_OnEvent(self, event, ...)
	local arg1 = ... -- 'arg1' is now properly recognized
        ...
end
Code:
-- added 'self' to function options
function MozzFullWorldMapFrame_OnLoad(self)
	self:RegisterEvent("ADDON_LOADED"); -- changed 'this' to 'self'
	...
end
Code:
function worldMapFrame_UpdateOverlays(dtlFrame, ovrLay, scalingFactor, oAlpha)
	...
	local tname,tw,th,ofx,ofy,mpx,mpy = GetMapOverlayInfo(i)
	if (mpx == nil or mpy == nil) then mpx = 0; mpy = 0 end -- set mpx & mpy to 0 if nil	
	...
end
Let me know how this turns out for you.
__________________

Last edited by RVCA18 : 10-23-10 at 05:19 AM. Reason: Code missing from MozzFullWorldMap.xml