end
local function updateReadyCheck(frame, unit)
- if GetReadyCheckTimeLeft() <= 0 then return end
local status = GetReadyCheckStatus(unit);
if status == "ready" then
frame.ready:SetTexture(READY_CHECK_READY_TEXTURE);
eventFuncs["UNIT_PET"] = eventFuncs["UPDATE_ALL_BARS"];
eventFuncs["GROUP_ROSTER_UPDATE"] = eventFuncs["UPDATE_ALL_BARS"];
eventFuncs["PLAYER_ENTERING_WORLD"] = eventFuncs["UPDATE_ALL_BARS"];
+eventFuncs["PLAYER_FOCUS_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
function M.UnitEvent(self, event)
eventFuncs[event](self);