From 9fee259ad2212037dc5f069490939355688b2326 Mon Sep 17 00:00:00 2001 From: Glyalith Date: Fri, 7 Aug 2026 17:14:13 -0600 Subject: [PATCH] Fix party ready check icon size and toggles ignoring party overrides UpdateReadyCheck resolved its settings straight from db.profile instead of the party/extra-aware proxy every other indicator updater uses. Because it re-sizes the shared ready-check texture on every paint, a party frame with an unsynced Indicators section was reset to the RAID icon size the moment the icon was drawn, so the party Icon Size slider had no visible effect even at max. Position was unaffected because AnchorReadyCheck already resolves the source live. Route the size and the Show Ready Check / Show Incoming Summon / Show Incoming Resurrection toggles through the same proxy, and fix the two status-text rez checks that gate on the same setting so the text hides for the frame whose icon actually shows. --- EllesmereUIRaidFrames/EllesmereUIRaidFrames.lua | 17 +++++++++++------ 1 file changed, 11 insertions(+), 6 deletions(-) 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