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17 changes: 11 additions & 6 deletions EllesmereUIRaidFrames/EllesmereUIRaidFrames.lua
Original file line number Diff line number Diff line change
Expand Up @@ -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()
Expand Down Expand Up @@ -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)
Expand All @@ -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")
Expand All @@ -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()
Expand Down Expand Up @@ -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
Expand Down