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hello this is the luaformatter police
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Stanzilla committed Jul 23, 2018
1 parent d571146 commit af03bfd
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Showing 12 changed files with 586 additions and 586 deletions.
2 changes: 1 addition & 1 deletion WeakAuras/BuffTrigger.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1501,7 +1501,7 @@ function BuffTrigger.Add(data)
end

if (trigger.type == "aura" and not(trigger.unit ~= "group" and trigger.autoclone)
and trigger.unit ~= "multi" and not(trigger.unit == "group" and not trigger.groupclone)) then
and trigger.unit ~= "multi" and not(trigger.unit == "group" and not trigger.groupclone)) then
showOn = trigger.showOn;
end

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60 changes: 30 additions & 30 deletions WeakAuras/Prototypes.lua
Original file line number Diff line number Diff line change
Expand Up @@ -795,52 +795,52 @@ WeakAuras.load_prototype = {
local single_class;
-- First check to use if the class load is on multi-select with only one class selected
if(trigger.use_class == false and trigger.class and trigger.class.multi) then
local num_classes = 0;
for class in pairs(trigger.class.multi) do
single_class = class;
num_classes = num_classes + 1;
end
if(num_classes ~= 1) then
single_class = nil;
end
local num_classes = 0;
for class in pairs(trigger.class.multi) do
single_class = class;
num_classes = num_classes + 1;
end
if(num_classes ~= 1) then
single_class = nil;
end
end
-- If that is not the case, see if it is on single-select
if((not single_class) and trigger.use_class and trigger.class and trigger.class.single) then
single_class = trigger.class.single
single_class = trigger.class.single
end

if (trigger.use_class == nil) then -- no class selected, fallback to current class
single_class = select(2, UnitClass("player"));
single_class = select(2, UnitClass("player"));
end

local single_spec;
if (single_class) then
if(trigger.use_spec == false and trigger.spec and trigger.spec.multi) then
local num_specs = 0;
for spec in pairs(trigger.spec.multi) do
single_spec = spec;
num_specs = num_specs + 1;
end
if (num_specs ~= 1) then
single_spec = nil;
end
end
if(trigger.use_spec == false and trigger.spec and trigger.spec.multi) then
local num_specs = 0;
for spec in pairs(trigger.spec.multi) do
single_spec = spec;
num_specs = num_specs + 1;
end
if (num_specs ~= 1) then
single_spec = nil;
end
end
end
if ((not single_spec) and trigger.use_spec and trigger.spec and trigger.spec.single) then
single_spec = trigger.spec.single;
single_spec = trigger.spec.single;
end

if (trigger.use_spec == nil) then
single_spec = GetSpecialization();
single_spec = GetSpecialization();
end

-- print ("Using talent cache", single_class, single_spec);
-- If a single specific class was found, load the specific list for it
if(single_class and WeakAuras.pvp_talent_types_specific[single_class]
and single_spec and WeakAuras.pvp_talent_types_specific[single_class][single_spec]) then
return WeakAuras.pvp_talent_types_specific[single_class][single_spec];
and single_spec and WeakAuras.pvp_talent_types_specific[single_class][single_spec]) then
return WeakAuras.pvp_talent_types_specific[single_class][single_spec];
else
return WeakAuras.pvp_talent_types;
return WeakAuras.pvp_talent_types;
end
end
end,
Expand Down Expand Up @@ -884,8 +884,8 @@ WeakAuras.load_prototype = {
type = "string",
init = "arg",
desc = function()
return L["Supports multiple entries, separated by commas\n"] .. L["Current Zone ID: "] .. C_Map.GetBestMapForUnit("player")
end,
return L["Supports multiple entries, separated by commas\n"] .. L["Current Zone ID: "] .. C_Map.GetBestMapForUnit("player")
end,
test = "WeakAuras.CheckNumericIds([[%s]], zoneId)",
},
{
Expand Down Expand Up @@ -2393,7 +2393,7 @@ WeakAuras.event_prototypes = {
["Cooldown Ready (Item)"] = {
type = "event",
events = {
},
},
internal_events = {
"ITEM_COOLDOWN_READY",
},
Expand Down Expand Up @@ -3656,8 +3656,8 @@ WeakAuras.event_prototypes = {
type = "select",
values = "rune_specific_types",
test = "(showOn == \"showOnReady\" and (startTime == 0)) " ..
"or (showOn == \"showOnCooldown\" and startTime > 0) " ..
"or (showOn == \"showAlways\")",
"or (showOn == \"showOnCooldown\" and startTime > 0) " ..
"or (showOn == \"showAlways\")",
enable = function(trigger) return not trigger.use_runesCount end,
reloadOptions = true
},
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60 changes: 30 additions & 30 deletions WeakAuras/RegionTypes/AuraBar.lua
Original file line number Diff line number Diff line change
Expand Up @@ -251,36 +251,36 @@ local GetTexCoordSpark = function(degree, mirror)
end

local GetTexCoordFunctions =
{
["HORIZONTAL"] = function(startProgress, endProgress)
local TLx, TLy = startProgress, 0;
local TRx, TRy = endProgress, 0;
local BLx, BLy = startProgress, 1;
local BRx, BRy = endProgress, 1;
return TLx, TLy, BLx, BLy, TRx, TRy, BRx, BRy;
end,
["HORIZONTAL_INVERSE"] = function(startProgress, endProgress)
local TLx, TLy = endProgress, 0;
local TRx, TRy = startProgress, 0;
local BLx, BLy = endProgress, 1;
local BRx, BRy = startProgress, 1;
return TLx, TLy, BLx, BLy, TRx, TRy, BRx, BRy;
end,
["VERTICAL"] = function(startProgress, endProgress)
local TLx, TLy = startProgress, 1;
local TRx, TRy = startProgress, 0;
local BLx, BLy = endProgress, 1;
local BRx, BRy = endProgress, 0;
return TLx, TLy, BLx, BLy, TRx, TRy, BRx, BRy;
end,
["VERTICAL_INVERSE"] = function(startProgress, endProgress)
local TLx, TLy = endProgress, 0;
local TRx, TRy = endProgress, 1;
local BLx, BLy = startProgress, 0;
local BRx, BRy = startProgress, 1;
return TLx, TLy, BLx, BLy, TRx, TRy, BRx, BRy;
end
}
{
["HORIZONTAL"] = function(startProgress, endProgress)
local TLx, TLy = startProgress, 0;
local TRx, TRy = endProgress, 0;
local BLx, BLy = startProgress, 1;
local BRx, BRy = endProgress, 1;
return TLx, TLy, BLx, BLy, TRx, TRy, BRx, BRy;
end,
["HORIZONTAL_INVERSE"] = function(startProgress, endProgress)
local TLx, TLy = endProgress, 0;
local TRx, TRy = startProgress, 0;
local BLx, BLy = endProgress, 1;
local BRx, BRy = startProgress, 1;
return TLx, TLy, BLx, BLy, TRx, TRy, BRx, BRy;
end,
["VERTICAL"] = function(startProgress, endProgress)
local TLx, TLy = startProgress, 1;
local TRx, TRy = startProgress, 0;
local BLx, BLy = endProgress, 1;
local BRx, BRy = endProgress, 0;
return TLx, TLy, BLx, BLy, TRx, TRy, BRx, BRy;
end,
["VERTICAL_INVERSE"] = function(startProgress, endProgress)
local TLx, TLy = endProgress, 0;
local TRx, TRy = endProgress, 1;
local BLx, BLy = startProgress, 0;
local BRx, BRy = startProgress, 1;
return TLx, TLy, BLx, BLy, TRx, TRy, BRx, BRy;
end
}

local anchorAlignment = {
["HORIZONTAL"] = { "TOPLEFT", "BOTTOMLEFT", "RIGHT" },
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