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Drive auras from UNIT_AURA_DELTA
UNIT_AURA says nothing about what changed and stays silent when a buff is refreshed or its duration packet lands, so a recast HoT kept its old timer until something else rebuilt the row. UNIT_AURA_DELTA reports added, updated and removed aura instances, refreshes included. Unit frames register it on their own token. An add, a removal or a full update rebuilds the auras as before; an update-only delta re-reads the slot behind each shown icon for its stacks and timer and redraws the buff indicators, without a relayout or a dispel scan. Frames that follow a GUID (the target-of-X chain) stay on UNIT_AURA, since the delta only fires for tokens. A finished aura layout announces itself as "unitframe:auras". buffwatch drops its 0.4s rescan: bars rebuild on the delta, on login and on a target change, and a timer wakes the frame when the next aura crosses the bar threshold. Bars re-anchor when the player or target frame lays out its aura rows, and a whitelist or blacklist click applies at once. Nameplates, the loss of control alert and the equipment manager's mount/stealth/dining check listen to the delta as well.
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@@ -1536,7 +1536,7 @@ pfUI:RegisterModule("equipmentmanager", function()
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engineEvents:RegisterEvent("PLAYER_ENTERING_WORLD")
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engineEvents:RegisterEvent("PLAYER_LEAVING_WORLD")
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engineEvents:RegisterUnitEvent("UNIT_AURA", "player") -- mounted, stealth, dining
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engineEvents:RegisterUnitEvent("UNIT_AURA_DELTA", "player") -- mounted, stealth, dining
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engineEvents:RegisterEvent("UPDATE_SHAPESHIFT_FORM")
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engineEvents:RegisterEvent("ZONE_CHANGED")
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engineEvents:RegisterEvent("ZONE_CHANGED_INDOORS")
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