Originally Posted by Xrystal
I guess there is a difference between [@vehicle, exists] and [vehicleUI] in regards to the posessbar.
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Here is that code section so you can see the logic flow and why vehicle stuff is in there two different ways:
Code:
-- If we have a skinned vehicle bar or skinned override bar, display the OverrideActionBar
if ((HasVehicleActionBar() and UnitVehicleSkin("player") and UnitVehicleSkin("player") ~= "")
or (HasOverrideActionBar() and GetOverrideBarSkin() and GetOverrideBarSkin() ~= 0)) then
-- For now, a vehicle has precedence over override bars (hopefully designers make it so these never conflict)
if (HasVehicleActionBar()) then
OverrideActionBar_Setup(UnitVehicleSkin("player"), GetVehicleBarIndex());
else
OverrideActionBar_Setup(GetOverrideBarSkin(), GetOverrideBarIndex());
end
-- If we have a non-skinned override bar of some sort, use the MainMenuBarArtFrame
elseif ( HasBonusActionBar() or HasOverrideActionBar() or HasVehicleActionBar() or HasTempShapeshiftActionBar() or C_PetBattles.IsInBattle() ) then
if (HasVehicleActionBar()) then
MainMenuBarArtFrame:SetAttribute("actionpage", GetVehicleBarIndex());
elseif (HasOverrideActionBar()) then
MainMenuBarArtFrame:SetAttribute("actionpage", GetOverrideBarIndex());
elseif (HasTempShapeshiftActionBar()) then
MainMenuBarArtFrame:SetAttribute("actionpage", GetTempShapeshiftBarIndex());
elseif (HasBonusActionBar() and GetActionBarPage() == 1) then
MainMenuBarArtFrame:SetAttribute("actionpage", GetBonusBarIndex());
else
MainMenuBarArtFrame:SetAttribute("actionpage", GetActionBarPage());
end
else
-- Otherwise, display the normal action bar
ActionBarController_ResetToDefault(force);
end