Originally Posted by oXid_FoX
> Slakah
too bad, it doesn't work at all... even when we're not in combat...
and I don't understand how it works... registering PLAYER_REGEN_ENABLED and then ? what it does???
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It's incomplete.
As far as I can tell it was not meant to solve your problem with the party frame popping up when someone joins in combat.
It was meant to "solve" the second part:
Originally Posted by oXid_FoX
(basically, it means a player must leave/join the party).
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What he meant to do (guessing) is when you process the PARTY_MEMBERS_CHANGED event,
check if the member joined or left in-combat, by checking InCombatLockdown().
If it was in-combat he registers PLAYER_REGEN_ENABLED.
PLAYER_REGEN_ENABLED will fire when you leave combat.
So presumably your
Code:
function oxPartyFrameHider_OnEvent(this, event)
if GetNumPartyMembers() > 0 then
HidePartyFrame()
end
end
will run the HidePartyFrame() code when PLAYER_REGEN_ENABLED event fires thus hiding the party frames again.
What you'd get if this code worked would be the party frames showing when a change to party happens in combat,
but hiding again when combat ends without needing someone to leave/join.
Note: I didn't test any of this in-game, just commenting on the code.
PartyPooper is a more elegant way to do it without all these complications imo.