diff --git a/EllesmereUIRaidFrames/EllesmereUIRaidFrames.lua b/EllesmereUIRaidFrames/EllesmereUIRaidFrames.lua index f86dcffa..9e8afa79 100644 --- a/EllesmereUIRaidFrames/EllesmereUIRaidFrames.lua +++ b/EllesmereUIRaidFrames/EllesmereUIRaidFrames.lua @@ -4575,7 +4575,7 @@ local function UpdateButton(button) local stc = s.statusTextColor or { r = 1, g = 1, b = 1 } if s.statusTextPosition == "none" then d.statusText:Hide() - elseif db.profile.showIncomingRez and UnitHasIncomingResurrection(unit) then + elseif s.showIncomingRez and UnitHasIncomingResurrection(unit) then -- Being resurrected: hide the status text so the incoming-rez icon (shown in the same -- spot by UpdateReadyCheck) isn't covered by the status text. d.statusText:Hide() @@ -6075,11 +6075,16 @@ local function UpdateReadyCheck(button, unit) local tex = d.readyCheck if not tex then return end - local sz = PixelSnap(db.profile.readyCheckSize or 20) + -- Party/extra-aware settings source, same as every other indicator updater. + -- AnchorReadyCheck already resolves LIVE this way, so a raw db.profile read + -- here re-sized the shared texture back to the RAID value on every paint. + local s = d._isParty and ns._scaledPartyProxy or (d._isExtra and ns._scaledExtraProxy) or ns._scaledProfile + + local sz = PixelSnap(s.readyCheckSize or 20) tex:SetSize(sz, sz) -- Ready check (priority) - if db.profile.showReadyCheck and readyCheckActive then + if s.showReadyCheck and readyCheckActive then local status = GetReadyCheckStatus(unit) if status == "ready" then tex:SetTexCoord(0, 1, 0, 1) @@ -6100,7 +6105,7 @@ local function UpdateReadyCheck(button, unit) end -- Incoming summon - if db.profile.showSummonPending and unit and C_IncomingSummon.HasIncomingSummon(unit) then + if s.showSummonPending and unit and C_IncomingSummon.HasIncomingSummon(unit) then local sStatus = C_IncomingSummon.IncomingSummonStatus(unit) if sStatus == SUMMON_STATUS_PENDING then tex:SetAtlas("RaidFrame-Icon-SummonPending") @@ -6120,7 +6125,7 @@ local function UpdateReadyCheck(button, unit) -- Incoming resurrection ("someone is casting a rez / rez waiting to be -- accepted"). Lowest priority; only meaningful on a dead unit. Lets healers -- see a body is already being picked up so they don't all rez the same one. - if db.profile.showIncomingRez and unit and UnitHasIncomingResurrection(unit) then + if s.showIncomingRez and unit and UnitHasIncomingResurrection(unit) then tex:SetTexCoord(0, 1, 0, 1) tex:SetTexture("Interface\\RaidFrame\\Raid-Icon-Rez") tex:Show() @@ -6487,7 +6492,7 @@ ns._UpdateButtonHealth = function(button) local stc = s.statusTextColor or { r = 1, g = 1, b = 1 } if s.statusTextPosition == "none" then d.statusText:Hide() - elseif db.profile.showIncomingRez and UnitHasIncomingResurrection(unit) then + elseif s.showIncomingRez and UnitHasIncomingResurrection(unit) then -- Being resurrected: hide the status text so the incoming-rez icon isn't covered. d.statusText:Hide() elseif not UnitIsConnected(unit) then