- frame.shield:SetWidth(shield);
- frame.shield:Show();
- frame.shieldhl:Hide();
- end
- else
- frame.shield:Hide();
- frame.shieldhl:Hide();
- end
-end
-
-local function updateHealAbsorb(frame, unit)
- local absorb = UnitGetTotalHealAbsorbs(unit) or 0;
- if absorb > 0 then
- absorb = (absorb / frame.health.max) * width;
- frame.healabsorb:SetWidth(min(frame.health.width, absorb));
- frame.healabsorb:Show();
- else
- frame.healabsorb:Hide();
- end
-end
-
-local function updateAuras(frame, unit)
- -- don't overlay charmed when in vehicle
- if UnitIsCharmed(unit) and unit == frame.unit then
- if frame.overlay.color ~= overlayColorCharm then
- frame.overlay:SetVertexColor(unpack(overlayColorCharm));
- frame.overlay.color = overlayColorCharm;
- frame.overlay:Show();
- end
- elseif UnitDebuff(unit, 1, "RAID") ~= nil then
- -- something dispellable
- if frame.overlay.color ~= overlayColorDispel then
- frame.overlay:SetVertexColor(unpack(overlayColorDispel));
- frame.overlay.color = overlayColorDispel;
- frame.overlay:Show();
- end
- else
- if frame.overlay.color ~= nil then
- frame.overlay.color = nil;
- frame.overlay:Hide();