comparison Main.lua @ 161:7c01f8f3b709

When attempting to update locations, don't check if the WorldMapFrame is visible and don't perform any map-voodoo. Simply check if the current map area ID matches that of current_area_id and return appropriate data.
author James D. Callahan III <jcallahan@curse.com>
date Sun, 07 Oct 2012 01:29:51 -0500
parents 75cf16f95ad0
children ef88920c634b
comparison
equal deleted inserted replaced
160:090eff7671f2 161:7c01f8f3b709
263 return npc 263 return npc
264 end 264 end
265 265
266 266
267 local function CurrentLocationData() 267 local function CurrentLocationData()
268 if _G.WorldMapFrame:IsVisible() or private.in_combat then 268 if _G.GetCurrentMapAreaID() ~= current_area_id then
269 return _G.GetRealZoneText(), current_area_id, 0, 0, 0, InstanceDifficultyToken() 269 return _G.GetRealZoneText(), current_area_id, 0, 0, 0, InstanceDifficultyToken()
270 end 270 end
271 WDP:SetCurrentAreaID()
272
273 local map_level = _G.GetCurrentMapDungeonLevel() or 0 271 local map_level = _G.GetCurrentMapDungeonLevel() or 0
274 local x, y = _G.GetPlayerMapPosition("player") 272 local x, y = _G.GetPlayerMapPosition("player")
275 273
276 x = x or 0 274 x = x or 0
277 y = y or 0 275 y = y or 0
300 end 298 end
301 299
302 if y % 2 ~= 0 then 300 if y % 2 ~= 0 then
303 y = y + 1 301 y = y + 1
304 end 302 end
305 303 Debug(("x: %d y: %d map_id: %d"):format(x, y, _G.GetCurrentMapAreaID()))
306 Debug(("x: %d y: %d"):format(x, y))
307 return _G.GetRealZoneText(), current_area_id, x, y, map_level, InstanceDifficultyToken() 304 return _G.GetRealZoneText(), current_area_id, x, y, map_level, InstanceDifficultyToken()
308 end 305 end
309 306
310 307
311 local function ItemLinkToID(item_link) 308 local function ItemLinkToID(item_link)