frame.overlay.color = majorcolor;
if not frame.overlay:IsShown() then frame.overlay:Show() end
end
- elseif next(frame.heal) then
- -- major heals needed
- if frame.overlay.color ~= healcolor then
- frame.overlay:SetVertexColor(unpack(healcolor));
- frame.overlay.color = healcolor;
+ elseif UnitDebuff(unit, 1, "RAID") ~= nil then
+ -- dispellable
+ if frame.overlay.color ~= dispelcolor then
+ frame.overlay:SetVertexColor(unpack(dispelcolor));
+ frame.overlay.color = dispelcolor;
if not frame.overlay:IsShown() then frame.overlay:Show() end
end
elseif UnitIsCharmed(unit) and frame.unit == frame.displayed then
frame.overlay.color = charmcolor;
if not frame.overlay:IsShown() then frame.overlay:Show() end
end
- elseif UnitDebuff(unit, 1, "RAID") ~= nil then
- -- dispellable
- if frame.overlay.color ~= dispelcolor then
- frame.overlay:SetVertexColor(unpack(dispelcolor));
- frame.overlay.color = dispelcolor;
+ elseif next(frame.heal) then
+ -- major heals needed
+ if frame.overlay.color ~= healcolor then
+ frame.overlay:SetVertexColor(unpack(healcolor));
+ frame.overlay.color = healcolor;
if not frame.overlay:IsShown() then frame.overlay:Show() end
end
else