function M.UpdateAuras(frame, unit)
local auras = frame.auras;
- if not auras then return end
for _, aura in ipairs(auras) do
if not aura:IsShown() then break end
aura:Hide();
while true do
_, _, icon, count, _, duration, expires, caster, _, _, id = UnitAura(unit, i, filter);
if not id or not auras[pos] then break end
+ -- aura filter self-applied, player-applied, list of important auras TODO
local aura = auras[pos];
aura.icon:SetTexture(icon);
aura.index = i;