frame.health:Show();
elseif current <= 0 or UnitIsDeadOrGhost(unit) then
frame.health:Hide();
- updateText(frame, unit); -- update death
+ return updateText(frame, unit); -- update death
else
local w = current/max*width;
frame.health:SetWidth(w);
M.UpdateHealAbsorb = updateHealAbsorb;
local function updateAuras(frame, unit)
- local alert = checkIndicators(frame, unit);
- if alert then
+ updateAuras(frame, unit); -- this is throttled
+ if updateMajorAuras(frame, unit) then
if frame.overlay.color ~= overlayColorAlert then
frame.overlay:SetVertexColor(unpack(overlayColorAlert));
frame.overlay.color = overlayColorAlert;
eventFuncs["PLAYER_FOCUS_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
function M.UnitEvent(self, event)
- eventFuncs[event](self);
+ return eventFuncs[event](self);
end