if frame.unit == "player" then frame:RegisterEvent("PLAYER_ALIVE") end
if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end
if frame.unit == "target" then frame:RegisterEvent("PLAYER_TARGET_CHANGED") end
- if not frame.nonraid then
+ if frame.raid then
frame:RegisterEvent("PLAYER_REGEN_DISABLED");
frame:RegisterEvent("READY_CHECK");
frame:RegisterEvent("READY_CHECK_FINISHED");
if frame.unit == "focus" or frame.unit == "target" then
frame:RegisterUnitEvent("UNIT_TARGETABLE_CHANGED", frame.unit, displayed);
end
- if not frame.nonraid or frame.unit ~= "player" then
+ if frame.raid or frame.unit ~= "player" then
frame:RegisterUnitEvent("UNIT_NAME_UPDATE", frame.unit, displayed);
end
- if not frame.nonraid then
+ if frame.raid then
frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed);
frame:RegisterUnitEvent("READY_CHECK_CONFIRM", frame.unit, displayed);
end
local _, class = UnitClass(unit);
local color = RAID_CLASS_COLORS[class];
- if color then frame.name:SetVertexColor(color.r, color.g, color.b) end
+ if color then
+ if not frame.raid then
+ if UnitIsEnemy("player", unit) then
+ frame.health:SetVertexColor(1, 0, 0);
+ else
+ frame.health:SetVertexColor(color.r, color.g, color.b);
+ end
+ else
+ frame.name:SetVertexColor(color.r, color.g, color.b);
+ end
+ end
end
addon.Events.UpdateName = updateName;
end,
["UNIT_NAME_UPDATE"] = function(frame)
updateName(frame, frame.unit);
- if not frame.nonraid then
+ if frame.raid then
if frame.guid then
guids[frame.guid] = nil;
end
updateRaidMarker(frame, frame.displayed);
end,
["PLAYER_REGEN_DISABLED"] = function(frame)
- if not frame.nonraid then
+ if frame.raid then
-- clear buff status on entering combat, should also use UnitAura to re-fill
frame.tankcd = {};
frame.alert = {};
["UPDATE_ALL_BARS"] = function(frame)
updateVehicle(frame);
updateRaidMarker(frame, frame.displayed);
- if not frame.nonraid or frame.unit ~= "player" then
+ if frame.raid or frame.unit ~= "player" then
updateName(frame, frame.unit);
end
- if not frame.nonraid then
+ if frame.raid then
updateRole(frame, frame.unit);
updateAggro(frame, frame.displayed);
updateReadyCheck(frame, frame.unit);
frame.buff1 = {};
frame.buff2 = {};
addon.SetAuras(frame.unit, frame.guid);
+ else
+ frame.prev = {};
end
end,
};