Fill textures with SetColorTexture instead of color-form SetTexture

ClassicAPI's SetColorTexture is the same engine call as SetTexture(r, g, b [, a]) under the name that says what it does. 83 calls across 25 files, renamed only.
This commit is contained in:
Brues
2026-10-30 19:48:48 -05:00
parent 6469a557ff
commit f7680ded0b
25 changed files with 83 additions and 83 deletions
+4 -4
View File
@@ -1097,10 +1097,10 @@ function pfUI.uf.OnUpdate()
this.lastCombatCheck = now + 0.2
if this.config and this.config.squareaggro == "1" and pfUI.api.UnitHasAggro(this.label .. this.id) > 0 then
this.combat.tex:SetTexture(1,.2,0)
this.combat.tex:SetColorTexture(1,.2,0)
this.combat:Show()
elseif this.config and this.config.squarecombat == "1" and UnitAffectingCombat(this.label .. this.id) then
this.combat.tex:SetTexture(1,1,.2)
this.combat.tex:SetColorTexture(1,1,.2)
this.combat:Show()
elseif this.combat then
this.combat:Hide()
@@ -1900,7 +1900,7 @@ function pfUI.uf:RefreshUnit(unit, component)
indicator[debuff]:SetSize(size, size)
indicator[debuff]:SetBackdrop(nil)
elseif disptype == "3" then
indicator[debuff].tex:SetTexture(dispelColor:GetRGBA())
indicator[debuff].tex:SetColorTexture(dispelColor:GetRGBA())
indicator[debuff].tex:SetVertexColor(1,1,1,1)
indicator[debuff].tex:Show()
indicator[debuff]:ClearAllPoints()
@@ -1912,7 +1912,7 @@ function pfUI.uf:RefreshUnit(unit, component)
indicator[debuff]:SetBackdrop(glow)
indicator[debuff]:SetBackdropBorderColor(dispelColor:GetRGBA())
elseif disptype == "1" then
indicator[debuff].tex:SetTexture(dispelColor:GetRGBA())
indicator[debuff].tex:SetColorTexture(dispelColor:GetRGBA())
indicator[debuff].tex:SetVertexColor(1,1,1,1)
indicator[debuff].tex:Show()
indicator[debuff]:SetAllPoints(unit.hp.bar)