local function updateName(frame, unit)
local name = UnitName(unit);
if not name then return end
local function updateName(frame, unit)
local name = UnitName(unit);
if not name then return end
updateShield(frame, frame.displayed);
updateHealAbsorb(frame, frame.displayed);
-- no heal prediction update, that doesn't overflow too much
updateShield(frame, frame.displayed);
updateHealAbsorb(frame, frame.displayed);
-- no heal prediction update, that doesn't overflow too much
end,
["UNIT_POWER"] = function(frame)
updatePower(frame, frame.displayed);
end,
["UNIT_POWER"] = function(frame)
updatePower(frame, frame.displayed);
updatePower(frame, frame.displayed);
end,
["UNIT_NAME_UPDATE"] = function(frame)
updatePower(frame, frame.displayed);
end,
["UNIT_NAME_UPDATE"] = function(frame)
end,
["UNIT_CONNECTION"] = function(frame)
updateText(frame, frame.displayed);
end,
["UNIT_CONNECTION"] = function(frame)
updateText(frame, frame.displayed);
updateHealPred(frame, frame.displayed);
updateHealAbsorb(frame, frame.displayed);
updateAggro(frame, frame.displayed);
updateHealPred(frame, frame.displayed);
updateHealAbsorb(frame, frame.displayed);
updateAggro(frame, frame.displayed);
updateReadyCheck(frame, frame.unit);
updateRaidMarker(frame, frame.displayed);
end,
updateReadyCheck(frame, frame.unit);
updateRaidMarker(frame, frame.displayed);
end,