local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor;
local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
-local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI;
local UnitLevel, UnitClassification = UnitLevel, UnitClassification;
local UnitAffectingCombat, IsResting = UnitAffectingCombat, IsResting;
if frame.shield then
frame:RegisterUnitEvent("UNIT_ABSORB_AMOUNT_CHANGED", frame.unit, displayed);
end
- if frame.healabsorb then
- frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", frame.unit, displayed);
- end
if frame.auras then
frame:RegisterUnitEvent("UNIT_AURA", frame.unit, displayed);
end
end
end
-local function updateHealAbsorb(frame, unit)
- local absorb = UnitGetTotalHealAbsorbs(unit) or 0;
- if absorb > 0 then
- local space = frame.health:GetWidth();
- absorb = (absorb / frame.health.max) * frame.width;
- frame.healabsorb:SetWidth(min(space, absorb));
- frame.healabsorb:Show();
- else
- frame.healabsorb:Hide();
- end
-end
-
local function updateAuras(frame, unit)
- if frame.auras then updateAuraFrames(frame, unit) end
+ updateAuraFrames(frame, unit);
end
local function updateAggro(frame, unit)
updateHealth(frame, frame.displayed);
updateHealthText(frame, frame.displayed);
if frame.shield then updateShield(frame, frame.displayed) end
- if frame.healabsorb then updateHealAbsorb(frame, frame.displayed) end
end,
["UNIT_POWER"] = function(frame)
updatePower(frame, frame.displayed);
["UNIT_ABSORB_AMOUNT_CHANGED"] = function(frame)
updateShield(frame, frame.displayed);
end,
- ["UNIT_HEAL_ABSORB_AMOUNT_CHANGED"] = function(frame)
- updateHealAbsorb(frame, frame.displayed);
- end,
["UNIT_THREAT_SITUATION_UPDATE"] = function(frame)
updateAggro(frame, frame.displayed);
end,
updateHealth(frame, frame.displayed);
updateHealthText(frame, frame.displayed);
if frame.shield then updateShield(frame, frame.displayed) end
- if frame.healabsorb then updateHealAbsorb(frame, frame.displayed) end
end,
["UNIT_MAXPOWER"] = function(frame)
updateMaxPower(frame, frame.displayed);
end
if frame.auras then updateAuras(frame, frame.displayed) end
if frame.shield then updateShield(frame, frame.displayed) end
- if frame.healabsorb then updateHealAbsorb(frame, frame.displayed) end
if frame.name then updateName(frame, frame.displayed) end
if frame.level then updateLevelText(frame, frame.unit) end
if frame.status then updateStatus(frame, frame.unit) end