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remove temp folder structure
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--[[
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# Element: Health Bar
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Handles the updating of a status bar that displays the unit's health.
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## Widget
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Health - A `StatusBar` used to represent the unit's health.
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## Sub-Widgets
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.bg - A `Texture` used as a background. It will inherit the color of the main StatusBar.
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## Notes
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A default texture will be applied if the widget is a StatusBar and doesn't have a texture set.
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## Options
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.frequentUpdates - Indicates whether to use OnUpdate script instead of UNIT_HEALTH to update the bar (boolean)
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.smoothGradient - 9 color values to be used with the .colorSmooth option (table)
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The following options are listed by priority. The first check that returns true decides the color of the bar.
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.colorTapping - Use `self.colors.tapping` to color the bar if the unit isn't tapped by the player (boolean)
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.colorDisconnected - Use `self.colors.disconnected` to color the bar if the unit is offline (boolean)
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.colorHappiness - Use `self.colors.happiness` to color the bar if the unit is pet based on pet happiness (boolean)
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.colorClass - Use `self.colors.class[class]` to color the bar based on unit class. `class` is defined by the
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second return of [UnitClass](http://wowprogramming.com/docs/api/UnitClass) (boolean)
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.colorClassNPC - Use `self.colors.class[class]` to color the bar if the unit is a NPC (boolean)
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.colorClassPet - Use `self.colors.class[class]` to color the bar if the unit is player controlled, but not a player
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(boolean)
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.colorReaction - Use `self.colors.reaction[reaction]` to color the bar based on the player's reaction towards the
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unit. `reaction` is defined by the return value of
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[UnitReaction](http://wowprogramming.com/docs/api/UnitReaction) (boolean)
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.colorSmooth - Use `smoothGradient` if present or `self.colors.smooth` to color the bar with a smooth gradient
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based on the player's current health percentage (boolean)
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.colorHealth - Use `self.colors.health` to color the bar. This flag is used to reset the bar color back to default
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if none of the above conditions are met (boolean)
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## Sub-Widgets Options
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.multiplier - Used to tint the background based on the main widgets R, G and B values. Defaults to 1 (number)[0-1]
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## Attributes
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.disconnected - Indicates whether the unit is disconnected (boolean)
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## Examples
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-- Position and size
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local Health = CreateFrame('StatusBar', nil, self)
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Health:SetHeight(20)
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Health:SetPoint('TOP')
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Health:SetPoint('LEFT')
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Health:SetPoint('RIGHT')
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-- Add a background
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local Background = Health:CreateTexture(nil, 'BACKGROUND')
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Background:SetAllPoints(Health)
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Background:SetTexture(1, 1, 1, .5)
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-- Options
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Health.frequentUpdates = true
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Health.colorTapping = true
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Health.colorDisconnected = true
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Health.colorClass = true
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Health.colorReaction = true
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Health.colorHealth = true
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-- Make the background darker.
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Background.multiplier = .5
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-- Register it with oUF
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Health.bg = Background
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self.Health = Health
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--]]
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local ns = oUF
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local oUF = ns.oUF
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local unpack = unpack
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local GetPetHappiness = GetPetHappiness
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local UnitClass = UnitClass
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local UnitHealth = UnitHealth
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local UnitHealthMax = UnitHealthMax
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local UnitIsConnected = UnitIsConnected
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local UnitIsPlayer = UnitIsPlayer
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local UnitIsTapped = UnitIsTapped
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local UnitIsTappedByPlayer = UnitIsTappedByPlayer
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local UnitIsUnit = UnitIsUnit
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local UnitPlayerControlled = UnitPlayerControlled
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local UnitReaction = UnitReaction
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local updateFrequentUpdates
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local function UpdateColor(element, unit, cur, max)
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local parent = element.__owner
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if element.frequentUpdates ~= element.__frequentUpdates then
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element.__frequentUpdates = element.frequentUpdates
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updateFrequentUpdates(parent, unit)
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end
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local r, g, b, t
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if(element.colorTapping and not UnitPlayerControlled(unit) and (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit))) then
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t = parent.colors.tapped
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elseif(element.colorDisconnected and element.disconnected) then
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t = parent.colors.disconnected
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elseif(element.colorHappiness and UnitIsUnit(unit, 'pet') and GetPetHappiness()) then
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t = parent.colors.happiness[GetPetHappiness()]
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elseif(element.colorClass and UnitIsPlayer(unit)) or
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(element.colorClassNPC and not UnitIsPlayer(unit)) or
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(element.colorClassPet and UnitPlayerControlled(unit) and not UnitIsPlayer(unit)) then
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local _, class = UnitClass(unit)
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t = parent.colors.class[class]
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elseif(element.colorReaction and UnitReaction(unit, 'player')) then
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t = parent.colors.reaction[UnitReaction(unit, 'player')]
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elseif(element.colorSmooth) then
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r, g, b = parent.ColorGradient(cur, max, unpack(element.smoothGradient or parent.colors.smooth))
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elseif(element.colorHealth) then
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t = parent.colors.health
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end
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if(t) then
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r, g, b = t[1], t[2], t[3]
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end
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if(r or g or b) then
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element:SetStatusBarColor(r, g, b)
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local bg = element.bg
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if(bg) then
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local mu = bg.multiplier or 1
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bg:SetVertexColor(r * mu, g * mu, b * mu)
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end
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end
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end
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local function Update(self, event, unit)
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if(not unit or self.unit ~= unit) then return end
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local element = self.Health
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--[[ Callback: Health:PreUpdate(unit)
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Called before the element has been updated.
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* self - the Health element
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* unit - the unit for which the update has been triggered (string)
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--]]
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if(element.PreUpdate) then
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element:PreUpdate(unit)
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end
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local cur, max = UnitHealth(unit), UnitHealthMax(unit)
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local disconnected = not UnitIsConnected(unit)
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element:SetMinMaxValues(0, max)
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if(disconnected) then
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element:SetValue(max)
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else
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element:SetValue(cur)
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end
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element.disconnected = disconnected
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--[[ Override: Health:UpdateColor(unit, cur, max)
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Used to completely override the internal function for updating the widgets' colors.
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* self - the Health element
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* unit - the unit for which the update has been triggered (string)
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* cur - the unit's current health value (number)
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* max - the unit's maximum possible health value (number)
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--]]
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element:UpdateColor(unit, cur, max)
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--[[ Callback: Health:PostUpdate(unit, cur, max)
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Called after the element has been updated.
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* self - the Health element
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* unit - the unit for which the update has been triggered (string)
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* cur - the unit's current health value (number)
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* max - the unit's maximum possible health value (number)
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--]]
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if(element.PostUpdate) then
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return element:PostUpdate(unit, cur, max)
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end
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end
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local function Path(self, ...)
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--[[ Override: Health.Override(self, event, unit)
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Used to completely override the internal update function.
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* self - the parent object
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* event - the event triggering the update (string)
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* unit - the unit accompanying the event (string)
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--]]
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return (self.Health.Override or Update) (self, unpack(arg))
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end
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local function ForceUpdate(element)
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return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
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end
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local function onHealthUpdate()
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if(this.disconnected) then return end
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local unit = this.__owner.unit
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local health = UnitHealth(unit)
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if(health ~= this.min) then
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this.min = health
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return Path(this.__owner, 'OnHealthUpdate', unit)
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end
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end
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function updateFrequentUpdates(self, unit)
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if(not unit or string.match(unit, '%w+target$')) then return end
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local element = self.Health
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if(element.frequentUpdates and not element:GetScript('OnUpdate')) then
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element:SetScript('OnUpdate', onHealthUpdate)
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if((unit == 'party' or string.match(unit, 'party%d?$'))) then
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self:RegisterEvent('UNIT_HEALTH', Path)
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elseif(self:IsEventRegistered("UNIT_HEALTH")) then
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self:UnregisterEvent('UNIT_HEALTH', Path)
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end
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elseif(not element.frequentUpdates and element:GetScript('OnUpdate')) then
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element:SetScript('OnUpdate', nil)
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self:RegisterEvent('UNIT_HEALTH', Path)
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end
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end
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local function Enable(self, unit)
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local element = self.Health
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if(element) then
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element.__owner = self
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element.ForceUpdate = ForceUpdate
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element.__frequentUpdates = element.frequentUpdates
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updateFrequentUpdates(self, unit)
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if(element.frequentUpdates and (unit and not string.match(unit, '%w+target$'))) then
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element:SetScript('OnUpdate', onHealthUpdate)
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-- The party frames need this to handle disconnect states correctly.
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if(unit == 'party') then
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self:RegisterEvent('UNIT_HEALTH', Path)
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end
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else
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self:RegisterEvent('UNIT_HEALTH', Path)
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end
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self:RegisterEvent('UNIT_MAXHEALTH', Path)
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self:RegisterEvent('UNIT_CONNECTION', Path)
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self:RegisterEvent('UNIT_FACTION', Path) -- For tapping
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self:RegisterEvent('UNIT_HAPPINESS', Path)
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if(element:IsObjectType('StatusBar') and not element:GetStatusBarTexture()) then
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element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
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end
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if(not element.UpdateColor) then
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element.UpdateColor = UpdateColor
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end
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element:Show()
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return true
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end
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end
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local function Disable(self)
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local element = self.Health
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if(element) then
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if(element:GetScript('OnUpdate')) then
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element:SetScript('OnUpdate', nil)
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end
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element:Hide()
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self:UnregisterEvent('UNIT_HEALTH', Path)
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self:UnregisterEvent('UNIT_MAXHEALTH', Path)
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self:UnregisterEvent('UNIT_CONNECTION', Path)
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self:UnregisterEvent('UNIT_FACTION', Path)
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self:UnregisterEvent('UNIT_HAPPINESS', Path)
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end
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end
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oUF:AddElement('Health', Path, Enable, Disable)
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