mirror of
https://github.com/brues-code/pfUI.git
synced 2026-09-22 15:46:56 +00:00
unitframes: replace 'this' by 'unit'
This commit is contained in:
+102
-102
@@ -461,7 +461,7 @@ end
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function pfUI.uf:RefreshUnit(unit, component)
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local component = component or ""
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-- break early on misconfigured UF's
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if not this.label then return end
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if not unit.label then return end
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local default_border = pfUI_config.appearance.border.default
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if pfUI_config.appearance.border.groupframes ~= "-1" then
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@@ -470,181 +470,181 @@ function pfUI.uf:RefreshUnit(unit, component)
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local C = pfUI_config
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if UnitName(this.label .. this.id) or (pfUI.gitter and pfUI.gitter:IsShown()) then
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this:Show() else this:Hide()
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if UnitName(unit.label .. unit.id) or (pfUI.gitter and pfUI.gitter:IsShown()) then
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unit:Show() else unit:Hide()
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end
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if not this.cache then unit.cache = {} end
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if not unit.cache then unit.cache = {} end
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if not unit.id then unit.id = "" end
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-- Raid Icon
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if this.raidIcon and ( component == "all" or component == "raidIcon" ) then
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local raidIcon = GetRaidTargetIndex(this.label .. this.id)
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if raidIcon and UnitName(this.label .. this.id) then
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SetRaidTargetIconTexture(this.raidIcon.texture, raidIcon)
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this.raidIcon:Show()
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if unit.raidIcon and ( component == "all" or component == "raidIcon" ) then
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local raidIcon = GetRaidTargetIndex(unit.label .. unit.id)
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if raidIcon and UnitName(unit.label .. unit.id) then
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SetRaidTargetIconTexture(unit.raidIcon.texture, raidIcon)
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unit.raidIcon:Show()
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else
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this.raidIcon:Hide()
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unit.raidIcon:Hide()
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end
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end
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-- Leader Icon
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if this.leaderIcon and ( component == "all" or component == "leaderIcon" ) then
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if unit.leaderIcon and ( component == "all" or component == "leaderIcon" ) then
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if GetNumPartyMembers() == 0 and GetNumRaidMembers() == 0 then
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this.leaderIcon:Hide()
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elseif UnitIsPartyLeader(this.label .. this.id) then
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this.leaderIcon:Show()
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unit.leaderIcon:Hide()
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elseif UnitIsPartyLeader(unit.label .. unit.id) then
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unit.leaderIcon:Show()
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else
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this.leaderIcon:Hide()
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unit.leaderIcon:Hide()
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end
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end
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-- Loot Icon
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if this.lootIcon and ( component == "all" or component == "lootIcon" ) then
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if unit.lootIcon and ( component == "all" or component == "lootIcon" ) then
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local _, lootmaster = GetLootMethod()
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if GetNumPartyMembers() == 0 and GetNumRaidMembers() == 0 then
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this.lootIcon:Hide()
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unit.lootIcon:Hide()
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elseif lootmaster and (
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( this.label == "party" and tonumber(this.id) == lootmaster ) or
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( this.label == "player" and lootmaster == 0 ) )then
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this.lootIcon:Show()
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( unit.label == "party" and tonumber(unit.id) == lootmaster ) or
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( unit.label == "player" and lootmaster == 0 ) )then
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unit.lootIcon:Show()
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else
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this.lootIcon:Hide()
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unit.lootIcon:Hide()
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end
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end
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-- Buffs
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if this.buffs and ( component == "all" or component == "aura" ) then
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if unit.buffs and ( component == "all" or component == "aura" ) then
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for i=1, 16 do
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local texture, stacks
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if this.label == "player" then
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if unit.label == "player" then
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stacks = GetPlayerBuffApplications(GetPlayerBuff(i-1,"HELPFUL"))
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texture = GetPlayerBuffTexture(GetPlayerBuff(i-1,"HELPFUL"))
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else
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texture, stacks = UnitBuff(this.label .. this.id ,i)
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texture, stacks = UnitBuff(unit.label .. unit.id ,i)
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end
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pfUI.api.CreateBackdrop(this.buffs[i], default_border)
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this.buffs[i]:SetNormalTexture(texture)
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for i,v in ipairs({this.buffs[i]:GetRegions()}) do
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pfUI.api.CreateBackdrop(unit.buffs[i], default_border)
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unit.buffs[i]:SetNormalTexture(texture)
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for i,v in ipairs({unit.buffs[i]:GetRegions()}) do
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if v.SetTexCoord then v:SetTexCoord(.08, .92, .08, .92) end
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end
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if texture then
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this.buffs[i]:Show()
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unit.buffs[i]:Show()
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if stacks > 1 then
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this.buffs[i].stacks:SetText(stacks)
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unit.buffs[i].stacks:SetText(stacks)
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else
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this.buffs[i].stacks:SetText("")
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unit.buffs[i].stacks:SetText("")
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end
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else
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this.buffs[i]:Hide()
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unit.buffs[i]:Hide()
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end
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end
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end
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-- Debuffs
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if this.debuffs and ( component == "all" or component == "aura" ) then
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if unit.debuffs and ( component == "all" or component == "aura" ) then
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for i=1, 16 do
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local row = 0
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local top = 0
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if i > 8 then row = 1 end
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if this.config.buffs == this.config.debuffs then
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if this.buffs[1]:IsShown() then top = top + 1 end
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if this.buffs[9]:IsShown() then top = top + 1 end
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if unit.config.buffs == unit.config.debuffs then
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if unit.buffs[1]:IsShown() then top = top + 1 end
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if unit.buffs[9]:IsShown() then top = top + 1 end
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end
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local invert, af, as
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if this.config.debuffs == "top" then
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if unit.config.debuffs == "top" then
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invert = 1
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af = "BOTTOMLEFT"
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as = "TOPLEFT"
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elseif this.config.debuffs == "bottom" then
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elseif unit.config.debuffs == "bottom" then
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invert = -1
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af = "TOPLEFT"
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as = "BOTTOMLEFT"
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end
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this.debuffs[i]:SetPoint(af, this, as,
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unit.debuffs[i]:SetPoint(af, unit, as,
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(i-1-8*row)*((2*default_border) + C.unitframes.debuff_size + 1),
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invert * (top)*((2*default_border) + C.unitframes.buff_size + 1) +
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invert * (row)*((2*default_border) + C.unitframes.debuff_size + 1) + invert*(2*default_border + 1))
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local texture, stacks, dtype
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if this.label == "player" then
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if unit.label == "player" then
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texture = GetPlayerBuffTexture(GetPlayerBuff(i-1, "HARMFUL"))
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stacks = GetPlayerBuffApplications(GetPlayerBuff(i-1, "HARMFUL"))
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dtype = GetPlayerBuffDispelType(GetPlayerBuff(i-1, "HARMFUL"))
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else
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texture, stacks, dtype = UnitDebuff(this.label .. this.id ,i)
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texture, stacks, dtype = UnitDebuff(unit.label .. unit.id ,i)
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end
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pfUI.api.CreateBackdrop(this.debuffs[i], default_border)
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this.debuffs[i]:SetNormalTexture(texture)
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for i,v in ipairs({this.debuffs[i]:GetRegions()}) do
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pfUI.api.CreateBackdrop(unit.debuffs[i], default_border)
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unit.debuffs[i]:SetNormalTexture(texture)
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for i,v in ipairs({unit.debuffs[i]:GetRegions()}) do
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if v.SetTexCoord then v:SetTexCoord(.08, .92, .08, .92) end
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end
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if dtype == "Magic" then
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this.debuffs[i].backdrop:SetBackdropBorderColor(0,1,1,1)
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unit.debuffs[i].backdrop:SetBackdropBorderColor(0,1,1,1)
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elseif dtype == "Poison" then
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this.debuffs[i].backdrop:SetBackdropBorderColor(0,1,0,1)
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unit.debuffs[i].backdrop:SetBackdropBorderColor(0,1,0,1)
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elseif dtype == "Curse" then
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this.debuffs[i].backdrop:SetBackdropBorderColor(1,0,1,1)
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unit.debuffs[i].backdrop:SetBackdropBorderColor(1,0,1,1)
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elseif dtype == "Disease" then
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this.debuffs[i].backdrop:SetBackdropBorderColor(1,1,0,1)
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unit.debuffs[i].backdrop:SetBackdropBorderColor(1,1,0,1)
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else
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this.debuffs[i].backdrop:SetBackdropBorderColor(1,0,0,1)
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unit.debuffs[i].backdrop:SetBackdropBorderColor(1,0,0,1)
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end
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if texture then
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this.debuffs[i]:Show()
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unit.debuffs[i]:Show()
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if stacks > 1 then
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this.debuffs[i].stacks:SetText(stacks)
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unit.debuffs[i].stacks:SetText(stacks)
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else
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this.debuffs[i].stacks:SetText("")
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unit.debuffs[i].stacks:SetText("")
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end
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else
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this.debuffs[i]:Hide()
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unit.debuffs[i]:Hide()
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end
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end
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end
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-- portrait
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if this.portrait and ( component == "all" or component == "portrait" ) then
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if not UnitIsVisible(this.label .. this.id) or not UnitIsConnected(this.label .. this.id) then
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if this.config.portrait == "bar" then
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this.portrait.tex:Hide()
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this.portrait.model:Hide()
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if unit.portrait and ( component == "all" or component == "portrait" ) then
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if not UnitIsVisible(unit.label .. unit.id) or not UnitIsConnected(unit.label .. unit.id) then
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if unit.config.portrait == "bar" then
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unit.portrait.tex:Hide()
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unit.portrait.model:Hide()
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elseif pfUI_config.unitframes.portraittexture == "1" then
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this.portrait.tex:Show()
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this.portrait.model:Hide()
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SetPortraitTexture(this.portrait.tex, this.label .. this.id)
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unit.portrait.tex:Show()
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unit.portrait.model:Hide()
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SetPortraitTexture(unit.portrait.tex, unit.label .. unit.id)
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else
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this.portrait.tex:Hide()
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this.portrait.model:Show()
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this.portrait.model:SetModelScale(4.25)
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this.portrait.model:SetPosition(0, 0, -1)
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this.portrait.model:SetModel("Interface\\Buttons\\talktomequestionmark.mdx")
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unit.portrait.tex:Hide()
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unit.portrait.model:Show()
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unit.portrait.model:SetModelScale(4.25)
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unit.portrait.model:SetPosition(0, 0, -1)
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unit.portrait.model:SetModel("Interface\\Buttons\\talktomequestionmark.mdx")
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end
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else
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if this.config.portrait == "bar" then
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this.portrait:SetAlpha(pfUI_config.unitframes.portraitalpha)
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if unit.config.portrait == "bar" then
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unit.portrait:SetAlpha(pfUI_config.unitframes.portraitalpha)
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end
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this.portrait.tex:Hide()
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this.portrait.model:Show()
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unit.portrait.tex:Hide()
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unit.portrait.model:Show()
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if this.tick then
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this.portrait.model.next:SetUnit(this.label .. this.id)
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if this.portrait.model.lastUnit ~= UnitName(this.label .. this.id) or this.portrait.model:GetModel() ~= this.portrait.model.next:GetModel() then
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this.portrait.model:SetUnit(this.label .. this.id)
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this.portrait.model.lastUnit = UnitName(this.label .. this.id)
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this.portrait.model:SetCamera(0)
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if unit.tick then
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unit.portrait.model.next:SetUnit(unit.label .. unit.id)
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if unit.portrait.model.lastUnit ~= UnitName(unit.label .. unit.id) or unit.portrait.model:GetModel() ~= unit.portrait.model.next:GetModel() then
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unit.portrait.model:SetUnit(unit.label .. unit.id)
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unit.portrait.model.lastUnit = UnitName(unit.label .. unit.id)
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unit.portrait.model:SetCamera(0)
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end
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else
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this.portrait.model:SetUnit(this.label .. this.id)
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this.portrait.model:SetCamera(0)
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unit.portrait.model:SetUnit(unit.label .. unit.id)
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unit.portrait.model:SetCamera(0)
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end
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end
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@@ -656,8 +656,8 @@ function pfUI.uf:RefreshUnit(unit, component)
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unit.cache.power = UnitMana(unit.label .. unit.id)
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unit.cache.powermax = UnitManaMax(unit.label .. unit.id)
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if this.label == "target" and MobHealth3 then
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unit.cache.hp, unit.cache.hpmax = MobHealth3:GetUnitHealth(this.label)
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if unit.label == "target" and MobHealth3 then
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unit.cache.hp, unit.cache.hpmax = MobHealth3:GetUnitHealth(unit.label)
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end
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unit.hp.bar:SetMinMaxValues(0, unit.cache.hpmax)
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@@ -716,8 +716,8 @@ function pfUI.uf:RefreshUnit(unit, component)
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pfUI.uf:SetupDebuffFilter()
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if table.getn(pfUI.uf.debuffs) > 0 and
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((pfUI_config.unitframes.group.raid_debuffs == "1" and this.label == "party") or
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this.label == "raid")
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((pfUI_config.unitframes.group.raid_debuffs == "1" and unit.label == "party") or
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unit.label == "raid")
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then
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local infected = false
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for i=1,32 do
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@@ -787,8 +787,8 @@ function pfUI.uf:RefreshUnit(unit, component)
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pfUI.uf:SetupBuffFilter()
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if table.getn(pfUI.uf.buffs) > 0 and
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((pfUI_config.unitframes.group.raid_buffs == "1" and this.label == "party") or
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this.label == "raid")
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((pfUI_config.unitframes.group.raid_buffs == "1" and unit.label == "party") or
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unit.label == "raid")
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then
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local active = {}
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@@ -806,14 +806,14 @@ function pfUI.uf:RefreshUnit(unit, component)
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-- add icons for every found buff
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for pos, icon in pairs(active) do
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pfUI.uf:AddIcon(this, pos, icon)
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pfUI.uf:AddIcon(unit, pos, icon)
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end
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end
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end
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-- hide unued icon slots
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for pos=table.getn(active)+1, 6 do
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pfUI.uf:HideIcon(this, pos)
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pfUI.uf:HideIcon(unit, pos)
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end
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end
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end
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@@ -1137,48 +1137,48 @@ function pfUI.uf:GetStatusValue(unit, pos)
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elseif elite == "rare" then
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level = level .. "R"
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end
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level = this:GetColor("level") .. level
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name = this:GetColor("unit") .. name
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level = unit:GetColor("level") .. level
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name = unit:GetColor("unit") .. name
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return level .. " " .. name
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elseif config == "name" then
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return this:GetColor("unit") .. UnitName(unitstr)
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return unit:GetColor("unit") .. UnitName(unitstr)
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elseif config == "level" then
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return this:GetColor("level") .. UnitLevel(unitstr)
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return unit:GetColor("level") .. UnitLevel(unitstr)
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elseif config == "class" then
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return this:GetColor("class") .. UnitClass(unitstr)
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return unit:GetColor("class") .. UnitClass(unitstr)
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-- health
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elseif config == "health" then
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return this:GetColor("health") .. UnitHealth(unitstr)
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return unit:GetColor("health") .. UnitHealth(unitstr)
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elseif config == "healthmax" then
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return this:GetColor("health") .. UnitHealthMax(unitstr)
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return unit:GetColor("health") .. UnitHealthMax(unitstr)
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elseif config == "healthperc" then
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return this:GetColor("health") .. ceil(UnitHealth(unitstr) / UnitHealthMax(unitstr) * 100)
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return unit:GetColor("health") .. ceil(UnitHealth(unitstr) / UnitHealthMax(unitstr) * 100)
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elseif config == "healthmiss" then
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return this:GetColor("health") .. ceil(UnitHealth(unitstr) - UnitHealthMax(unitstr))
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return unit:GetColor("health") .. ceil(UnitHealth(unitstr) - UnitHealthMax(unitstr))
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elseif config == "healthdyn" then
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if UnitHealth(unitstr) ~= UnitHealthMax(unitstr) then
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return this:GetColor("health") .. UnitHealth(unitstr) .. " - " .. ceil(UnitHealth(unitstr) / UnitHealthMax(unitstr) * 100) .. "%"
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return unit:GetColor("health") .. UnitHealth(unitstr) .. " - " .. ceil(UnitHealth(unitstr) / UnitHealthMax(unitstr) * 100) .. "%"
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else
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return this:GetColor("health") .. UnitHealth(unitstr)
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return unit:GetColor("health") .. UnitHealth(unitstr)
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end
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-- mana/power/focus
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elseif config == "power" then
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return this:GetColor("power") .. UnitMana(unitstr)
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return unit:GetColor("power") .. UnitMana(unitstr)
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elseif config == "powermax" then
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return this:GetColor("power") .. UnitManaMax(unitstr)
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return unit:GetColor("power") .. UnitManaMax(unitstr)
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elseif config == "powerperc" then
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return this:GetColor("power") .. ceil(UnitMana(unitstr) / UnitManaMax(unitstr) * 100)
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return unit:GetColor("power") .. ceil(UnitMana(unitstr) / UnitManaMax(unitstr) * 100)
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elseif config == "powermiss" then
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return this:GetColor("power") .. ceil(UnitMana(unitstr) - UnitManaMax(unitstr))
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return unit:GetColor("power") .. ceil(UnitMana(unitstr) - UnitManaMax(unitstr))
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elseif config == "powerdyn" then
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if UnitMana(unitstr) ~= UnitManaMax(unitstr) then
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return this:GetColor("power") .. UnitMana(unitstr) .. " - " .. ceil(UnitMana(unitstr) / UnitManaMax(unitstr) * 100) .. "%"
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return unit:GetColor("power") .. UnitMana(unitstr) .. " - " .. ceil(UnitMana(unitstr) / UnitManaMax(unitstr) * 100) .. "%"
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else
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return this:GetColor("power") .. UnitMana(unitstr)
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return unit:GetColor("power") .. UnitMana(unitstr)
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end
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else
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return ""
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