Files
pfUI/modules/buffwatch.lua
T
roby-brok e017dbf515 Fix guards, cache keys and comparisons that never match (#40)
* chat: detect whispers before the timestamp is prepended

Whisper detection tests for the whisper colour code at position 1, but the
timestamp is prepended first, so with timestamps enabled the code is no longer
at position 1 and every whisper failed the test -- losing both the recolour and
the correct chat-history entry.

(cherry picked from commit 4b69d597631c422d9360a94ff129323288a28cc2)

* macrotweak + libpredict: inverted install guard, misspelled globals

macrotweak: _AddHistoryLine is the backup slot this block creates, so it is nil
until line 18 runs. Guarding on its truthiness meant the chat-history filter
never installed at all -- macro calls kept landing in chat input history.

libpredict: UKNOWNBEING / UNKOWNBEING are misspelled, so both resolve to nil and
the guards never matched the real UNKNOWNBEING. Neutral if the global is absent
on this client, correct if present.

Not needed: his libpredict already fixed the always-true
'event == "A" or "B"' condition (libs/libpredict.lua:828).

(cherry picked from commit 4068110dc4134823f1c09f60ca5f8959302cd14f)

* mapreveal: look the explore cache up by the key it is actually stored under

explorecaches is keyed by the plain area name (line ~160), but the hover frame
carried only a decorated 'mapFileName (area)' display string, so every lookup
missed and the hover highlight never fired. Store the plain name alongside it
and key off that; the tooltip keeps the decorated string.

(cherry picked from commit 5e6fe969a03a88c68e28614548b9d44db562ab9a)

* socialmod: don't clobber the friend-online match with the offline one

The offline match was assigned unconditionally over the online match, so a
friend coming online never had lastseen recorded.

(cherry picked from commit ad927806c46042163f84bde4db1082726bedf28b)

* swingtimer: off-hand weapons are inventory type 22, not 21

The off-hand slot accepts one-hand (13) and off-hand (22) weapons. Type 21 is
INVTYPE_WEAPONMAINHAND and can never be equipped there, so the off-hand swing
timer never recognised a real off-hand weapon.

The other two swingtimer fixes are not needed here: his hunter check already
uses UnitClassBase (locale-independent, better than our UnitClass second
return), and his generic on-next-swing detection covers Raptor Strike without
our hardcoded spell-id list.

(cherry picked from commit 9ab7f5f7224d12361ca6cd5a49181cbb4bebd387)

* superwow: compare the version numerically, not by exact string

SUPERWOW_VERSION == "1.5" silently disables the GUID-to-name combat text hook
on any release past 1.5. Currently 1.5 here, so this is forward-compat only.

Not needed: the clickthrough slash commands already go through
RegisterSlashCommand, which writes _G properly.

(cherry picked from commit 82a37752a5782479849ce7e1304c24733c2ff97a)

* api: measure a real pixel against UIParent, not the uiScale cvar

The uiScale cvar caps at 1.0 while both the pixelperfect module and the
firstrun slider push UIParent past it via SetScale, and it is ignored entirely
while useUiScale is off, so borders came out the wrong thickness on the
Huge/Large presets. Ask the frame for its effective scale instead, and guard an
unparseable gxResolution.

Also cache GetItemLinkByName and count its failures: the scan walked every id
on each call with no memory, so an unresolvable name hitched on every tooltip
hover. Raise the ceiling from 25818 to 61000 as well -- Octo/Turtle custom
items live well past the vanilla range and never resolved.

(cherry picked from commit dac2d3416aef85a4c4b71c0239d93d309e76e30b)

* init: load pixelperfect first so GetPerfectPixel caches the right scale

pixelperfect sets the UI scale that GetPerfectPixel measures against, and that
value is cached on first use. Loading it 56th baked in the previous scale.

(cherry picked from commit dd89a210330583f890a51a82b29e968f3ad36b34)

* modules: route two global overrides through _G so they leave the sandbox

pfUI.env has __index but no __newindex, so a bare global assignment inside a
RegisterModule closure is written into the sandbox table and never reaches _G.
unitxp's BattlefieldFrame_Show override therefore never fired the BG queue-pop
notification, and RaidFrame.lua never saw GROUP_REPLACE_PARTY.

The slash-command half of this fix is not needed here: RegisterSlashCommand
already writes through _G.

(cherry picked from commit 617c8320aca2465af62cf0ff5be7dceaed29a3b2)

* bags: remove the duplicate search OnHide handler

Two byte-identical frame.search OnHide handlers were installed back to back;
the second overwrote the first, so the first was dead code.

(cherry picked from commit e77650448b92e5d7f18ae58632e4531cb2813ea6)

* buffwatch: invalidate the filter cache when a skill is listed

fcache is built once per config table and never cleared, so ctrl/shift-clicking
a skill onto the whitelist or blacklist had no effect until the next reload.

* roll: actually capture the everyone-passed subject

strfind(LOOT_ROLL_ALL_PASSED, LOOT_ROLL_PASSED) has no captures, so `everyone`
was always nil, never reached the blacklist, and "Everyone has passed on: X"
was recorded as a real player passing.

Builds a sample from LOOT_ROLL_ALL_PASSED and runs the same LOOT_ROLL_PASSED
match the scanner uses, so the subject is captured the way it will actually
appear.
2026-08-10 01:13:32 -05:00

493 lines
18 KiB
Lua

pfUI:RegisterModule("buffwatch", function ()
local rawborder, border = GetBorderSize("panels")
local fcache = {}
local function BuffIsVisible(config, name)
-- return if all buffs should be shown
if config.filter == "none" then return true end
local index = tostring(config)
local mode = config.filter
if not fcache[index] then
fcache[index] = {}
for _, val in pairs({strsplit("#", config[mode])}) do
fcache[index][val] = true
end
end
if mode == "whitelist" then
return fcache[index][name]
elseif mode == "blacklist" then
return not fcache[index][name]
end
end
local rgbcache = setmetatable({},{__mode="kv"})
local function str2rgb(text)
if not text then return 1, 1, 1 end
if rgbcache[text] then return unpack(rgbcache[text]) end
local counter = 1
local l = string.len(text)
for i = 1, l, 3 do
counter = mod(counter*8161, 4294967279) + (string.byte(text,i)*16776193) + ((string.byte(text,i+1) or (l-i+256))*8372226) + ((string.byte(text,i+2) or (l-i+256))*3932164)
end
counter = mod(8161, 4294967279) + (string.byte(text,l)*16776193) + ((string.byte(text,l+1) or (l-l+256))*8372226) + ((string.byte(text,l+2) or (l+256))*3932164)
local hash = mod(mod(counter, 4294967291),16777216)
local r = (hash - (mod(hash,65536))) / 65536
local g = ((hash - r*65536) - ( mod((hash - r*65536),256)) ) / 256
local b = hash - r*65536 - g*256
rgbcache[text] = { r / 255, g / 255, b / 255 }
return unpack(rgbcache[text])
end
local function GetSafeTop(frame)
if frame and frame.IsShown and frame:IsShown() and frame:IsVisible() then
return frame:GetTop(), frame
end
return 0
end
-- iterate over given tables and return the first frame that is shown
local function GetTopAnchor(anchors)
local top, anchor = 0, anchors[1]
for _, tbl in pairs(anchors) do
-- in case of multiple anchor elements, iterate over each one
for i=32, 1, -1 do
if GetSafeTop(tbl[i]) > top then
top, anchor = GetSafeTop(tbl[i])
end
end
-- check top of regular anchor elements
if GetSafeTop(tbl) > top then
top, anchor = GetSafeTop(tbl)
end
end
return anchor
end
local function GetBuffData(unit, id, type, selfdebuff)
local filter = (selfdebuff and type == "HARMFUL") and "HARMFUL|PLAYER" or type
local aura = C_UnitAuras.GetAuraDataByIndex(unit, id, filter)
if not aura then return end
local remaining = aura.expirationTime > 0 and (aura.expirationTime - GetTime()) or 0
return remaining, aura.icon, aura.name, aura.applications
end
local function StatusBarOnClick()
if arg1 == "LeftButton" then
local config = this.parent.config
local skill = this.text:GetText()
if IsControlKeyDown() then
for _, val in pairs({strsplit("#", config.whitelist)}) do
if val == skill then return end
end
config.whitelist = config.whitelist .. "#" .. skill
fcache[tostring(config)] = nil -- invalidate so the new entry takes effect immediately
DEFAULT_CHAT_FRAME:AddMessage("|cff33ffcc" .. skill .. "|r" .. T["is now whitelisted."])
elseif IsShiftKeyDown() then
for _, val in pairs({strsplit("#", config.blacklist)}) do
if val == skill then return end
end
config.blacklist = config.blacklist .. "#" .. skill
fcache[tostring(config)] = nil -- invalidate so the new entry takes effect immediately
DEFAULT_CHAT_FRAME:AddMessage("|cff33ffcc" .. skill .. "|r" .. T["is now blacklisted."])
end
elseif this.parent.unit == "player" then
local aura = C_UnitAuras.GetAuraDataByIndex("player", this.id, this.type)
if aura and aura.spellId then C_Spell.CancelSpellByID(aura.spellId) end
end
end
local function StatusBarOnEnter()
GameTooltip:SetOwner(this, "NONE")
if this.unit == "player" then
GameTooltip:SetUnitAura("player", this.id, this.type)
elseif this.type == "HARMFUL" then
-- selfdebuff filters the displayed list to player-cast harmful auras, but
-- SetUnitAura's index has to be into the engine's full HARMFUL list. Look
-- up the displayed aura via the PLAYER filter, then scan engine slots for
-- one whose name + sourceGUID match.
local config = this.parent and this.parent.config
if config and config.selfdebuff == "1" then
local ownAura = C_UnitAuras.GetAuraDataByIndex(this.unit, this.id, "HARMFUL|PLAYER")
if ownAura then
for gameSlot = 1, 16 do
local check = C_UnitAuras.GetDebuffDataByIndex(this.unit, gameSlot)
if check and check.name == ownAura.name and check.sourceGUID == ownAura.sourceGUID then
GameTooltip:SetUnitAura(this.unit, gameSlot, "HARMFUL")
break
end
end
end
else
GameTooltip:SetUnitAura(this.unit, this.id, "HARMFUL")
end
elseif this.type == "HELPFUL" then
GameTooltip:SetUnitAura(this.unit, this.id, "HELPFUL")
end
if IsShiftKeyDown() then
GameTooltip:AddLine(" ")
GameTooltip:AddDoubleLine(T["Ctrl-Click"], T["Add to Whitelist"], 1,1,1, .2,1,.8)
GameTooltip:AddDoubleLine(T["Shift-Click"], T["Add to Blacklist"], 1,1,1, .2,1,.8)
end
GameTooltip:Show()
end
local function StatusBarOnLeave()
GameTooltip:Hide()
end
local function StatusBarOnUpdate()
local remaining = this.endtime - GetTime()
this.bar:SetValue(remaining > 0 and remaining or 0)
if ( this.tick or 1) > GetTime() then return else this.tick = GetTime() + .1 end
this.time:SetText(remaining > 0 and GetColoredTimeString(remaining) or "")
end
local function StatusBarRefreshParent()
this.parent:RefreshPosition()
end
local function CreateStatusBar(bar, parent)
local color = parent.color
local bordercolor = parent.bordercolor
local textcolor = parent.textcolor
local width, height = parent:GetSize()
local framename = "pf" .. parent.unit .. ( parent.type == "HARMFUL" and "Debuff" or "Buff" ) .. "Bar" .. bar
local font = parent.config.use_unitfonts == "1" and pfUI.font_unit or pfUI.font_default
local frame = _G[framename] or CreateFrame("Button", framename, parent)
frame:EnableMouse(1)
frame:Hide()
frame:SetPoint("BOTTOM", 0, (bar-1)*(height+2*border+1))
frame:SetSize(width, height)
frame.bar = CreateFrame("StatusBar", "pfBuffBar" .. bar, frame)
frame.bar:SetPoint("TOPLEFT", frame, "TOPLEFT", height+1, 0)
frame.bar:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", 0, 0)
frame.bar:SetStatusBarTexture(pfUI.media["img:bar"])
frame.bar:SetStatusBarColor(color.r, color.g, color.b, color.a)
frame.text = frame.bar:CreateFontString("Status", "DIALOG", "GameFontNormal")
frame.text:ClearAllPoints()
frame.text:SetPoint("TOPLEFT", frame.bar, "TOPLEFT", 3, 0)
frame.text:SetPoint("BOTTOMRIGHT", frame.bar, "BOTTOMRIGHT", -3, 0)
frame.text:SetNonSpaceWrap(false)
frame.text:SetFontObject(GameFontWhite)
frame.text:SetFont(font, C.global.font_size)
frame.text:SetTextColor(textcolor.r,textcolor.g,textcolor.b,1)
frame.text:SetJustifyH("LEFT")
frame.time = frame.bar:CreateFontString("Status", "DIALOG", "GameFontNormal")
frame.time:ClearAllPoints()
frame.time:SetPoint("TOPLEFT", frame.bar, "TOPLEFT", 3, 0)
frame.time:SetPoint("BOTTOMRIGHT", frame.bar, "BOTTOMRIGHT", -3, 0)
frame.time:SetNonSpaceWrap(false)
frame.time:SetFontObject(GameFontWhite)
frame.time:SetFont(font, C.global.font_size)
frame.time:SetTextColor(1,1,1,1)
frame.time:SetJustifyH("RIGHT")
frame.icon = frame:CreateTexture(nil, "OVERLAY")
frame.icon:SetSize(height, height)
frame.icon:SetPoint("LEFT", frame, "LEFT", 0, 0)
frame.icon:SetTexCoord(.07,.93,.07,.93)
frame.stacks = frame.bar:CreateFontString("Status", "DIALOG", "GameFontWhite")
frame.stacks:SetFont(font, C.global.font_size, "OUTLINE")
frame.stacks:SetAllPoints(frame.icon)
frame.stacks:SetJustifyH("CENTER")
frame.stacks:SetJustifyV("CENTER")
frame.parent = parent
frame:SetScript("OnUpdate", StatusBarOnUpdate)
frame:SetScript("OnShow", StatusBarRefreshParent)
frame:SetScript("OnHide", StatusBarRefreshParent)
frame:RegisterForClicks("LeftButtonUp", "RightButtonUp")
frame:SetScript("OnClick", StatusBarOnClick)
frame:SetScript("OnEnter", StatusBarOnEnter)
frame:SetScript("OnLeave", StatusBarOnLeave)
CreateBackdrop(frame)
CreateBackdropShadow(frame)
if bordercolor.r ~= 0 and bordercolor.g ~= 0 and bordercolor.b ~= 0 and bordercolor.a ~= 0 then
frame.backdrop:SetBackdropBorderColor(bordercolor.r,bordercolor.g,bordercolor.b,1)
end
return frame
end
local function RefreshBuffBarFrame(frame)
-- reinitialize all active buffs
local selfdebuff = frame.config.selfdebuff == "1"
for i=1,32 do
local timeleft, texture, name, stacks = GetBuffData(frame.unit, i, frame.type, selfdebuff)
timeleft = timeleft or 0
if texture and name and name ~= "" and BuffIsVisible(frame.config, name) then
frame.buffs[i][1] = timeleft
frame.buffs[i][2] = i
frame.buffs[i][3] = name
frame.buffs[i][4] = texture
frame.buffs[i][5] = stacks
else
frame.buffs[i][1] = 0
frame.buffs[i][2] = nil
frame.buffs[i][3] = nil
frame.buffs[i][4] = nil
frame.buffs[i][5] = 0
end
end
table.sort(frame.buffs, frame.buffcmp)
-- create a buff bar for each below threshold
local bar = 1
for id, data in pairs(frame.buffs) do
if data[1] and ((data[1] ~= 0 and data[1] < frame.threshold) or frame.threshold == -1) -- timeleft checks
and data[3] and data[3] ~= "" -- buff has a name
and data[4] and data[4] ~= "" -- buff has a texture
then
-- No slot in uuid: slots shift when debuffs expire causing timer resets
local uuid = data[4] .. data[3] -- texture + name only
-- update bar data
frame.bars[bar] = frame.bars[bar] or CreateStatusBar(bar, frame)
frame.bars[bar].id = data[2]
frame.bars[bar].unit = frame.unit
frame.bars[bar].type = frame.type
frame.bars[bar].endtime = GetTime() + ( data[1] > 0 and data[1] or -1 )
-- update max duration the cached remaining values is less than
-- the real one, indicates a buff renewal
frame.durations[uuid] = frame.durations[uuid] or {}
if not frame.durations[uuid][1] or frame.durations[uuid][1] < data[1] then
frame.durations[uuid][2] = data[1] -- max
end
frame.durations[uuid][1] = data[1] -- current
-- cache max stacks for the buff
if not frame.charges[uuid] or frame.charges[uuid] < data[5] then
frame.charges[uuid] = data[5]
end
-- set name
if frame.bars[bar].cacheName ~= data[3] then
frame.bars[bar].cacheName = data[3]
frame.bars[bar].text:SetText(data[3])
-- calculate dynamic auto color
local r, g, b
if frame.type == "HARMFUL" then
r, g, b = 1, .2, .2
local a = C_UnitAuras.GetDebuffDataByIndex(frame.unit, data[2])
local dtype = a and a.dispelName
if dtype and DebuffTypeColor[dtype] then
r,g,b = DebuffTypeColor[dtype].r,DebuffTypeColor[dtype].g,DebuffTypeColor[dtype].b
end
else
r,g,b = str2rgb(data[3])
end
-- set auto background color
if frame.config.dtypebg == "1" then
frame.bars[bar].bar:SetStatusBarColor(r,g,b,1)
end
-- set auto border color
if frame.config.dtypeborder == "1" then
frame.bars[bar].backdrop:SetBackdropBorderColor(r,g,b,1)
end
-- set auto text color
if frame.config.dtypetext == "1" then
frame.bars[bar].text:SetTextColor(r,g,b,1)
end
end
-- set texture
if frame.bars[bar].cacheTexture ~= data[4] then
frame.bars[bar].cacheTexture = data[4]
frame.bars[bar].icon:SetTexture(data[4])
end
-- cache maxduration
if frame.bars[bar].cacheMaxDuration ~= frame.durations[uuid][2] then
frame.bars[bar].cacheMaxDuration = frame.durations[uuid][2]
frame.bars[bar].bar:SetMinMaxValues(0, frame.durations[uuid][2])
end
-- set stacks
if data[5] > 1 then
local stacks_percentage = data[5] / (frame.charges[uuid] * .01)
local sr, sg, sb, sa
if stacks_percentage >= 90 then
sr, sg, sb, sa = .3, 1, .3, 1
elseif stacks_percentage >= 60 then
sr, sg, sb, sa = 1, 1, .3, 1
elseif stacks_percentage >= 0 then
sr, sg, sb, sa = 1, .3, .3, 1
end
if frame.config.colorstacks == "1" then
frame.bars[bar].stacks:SetText(rgbhex(sr,sg,sb) .. data[5])
else
frame.bars[bar].stacks:SetText(data[5])
end
else
frame.bars[bar].stacks:SetText("")
end
frame.bars[bar]:Show()
bar = bar + 1
end
end
-- hide remaining bars
for i = bar, table.getn(frame.bars) do
frame.bars[i]:Hide()
end
end
-- Create a new Buff Bar
local function BuffBarFrameOnUpdate()
if ( this.tick or 1) > GetTime() then return else this.tick = GetTime() + .4 end
RefreshBuffBarFrame(this)
this:RefreshPosition()
end
local function RefreshPosition(self)
-- avoid position changes during unlock
if pfUI.unlock and pfUI.unlock:IsShown() then return end
if not pfUI_config["position"][self:GetName()] then
local anchor = GetTopAnchor(self.anchors)
if not self.lastanchor or self.lastanchor ~= anchor then
self:ClearAllPoints()
self:SetPoint("LEFT", self.anchors[1], "LEFT", 0, 0)
self:SetPoint("BOTTOM", anchor, "TOP", 0, border*2+1)
UpdateMovable(self, true)
self.lastanchor = anchor
end
end
end
local function CreateBuffBarFrame(unit, type)
local framename = "pf" .. unit .. ( type == "HARMFUL" and "Debuff" or "Buff" ) .. "Bar"
local frame = _G[framename] or CreateFrame("Frame", framename, UIParent)
frame.unit = strlower(unit)
frame.type = type
frame.bars = { }
frame.durations = { }
frame.charges = { }
frame.buffs = { }
for i=1,32 do
frame.buffs[i] = { }
end
frame.RefreshPosition = RefreshPosition
-- OnEvent (UNIT_AURA) doesn't trigger properly on buff refresh
frame:SetScript("OnUpdate", BuffBarFrameOnUpdate)
return frame
end
local function asc(a,b)
return a[1] > b[1]
end
local function desc(a,b)
return a[1] < b[1]
end
-- create player buffbars
if pfUI.uf.player and C.buffbar.pbuff.enable == "1" then
pfUI.uf.player.buffbar = CreateBuffBarFrame("Player", "HELPFUL")
local config = C.buffbar.pbuff
pfUI.uf.player.buffbar:SetWidth(config.width == "-1" and pfUI.uf.player:GetWidth() or config.width)
pfUI.uf.player.buffbar:SetHeight(config.height)
pfUI.uf.player.buffbar.threshold = tonumber(config.threshold)
pfUI.uf.player.buffbar.config = config
pfUI.uf.player.buffbar.buffcmp = config.sort == "asc" and asc or desc
pfUI.uf.player.buffbar.color = GetStringColorObject(config.color)
pfUI.uf.player.buffbar.bordercolor = GetStringColorObject(config.bordercolor)
pfUI.uf.player.buffbar.textcolor = GetStringColorObject(config.textcolor)
pfUI.uf.player.buffbar.anchors = {
pfUI.uf.player,
pfUI.uf.player and pfUI.uf.player.debuffs,
pfUI.uf.player and pfUI.uf.player.buffs
}
pfUI.uf.player.buffbar:SetPoint("LEFT", pfUI.uf.player, "LEFT", 0, 0)
pfUI.uf.player.buffbar:SetPoint("BOTTOM", pfUI.uf.player, "TOP", 0, border*2+1)
UpdateMovable(pfUI.uf.player.buffbar)
end
-- create player debuffbars
if pfUI.uf.player and C.buffbar.pdebuff.enable == "1" then
local config = C.buffbar.pdebuff
pfUI.uf.player.debuffbar = CreateBuffBarFrame("Player", "HARMFUL")
pfUI.uf.player.debuffbar:SetWidth(config.width == "-1" and pfUI.uf.player:GetWidth() or config.width)
pfUI.uf.player.debuffbar:SetHeight(config.height)
pfUI.uf.player.debuffbar.threshold = tonumber(config.threshold)
pfUI.uf.player.debuffbar.config = config
pfUI.uf.player.debuffbar.buffcmp = config.sort == "asc" and asc or desc
pfUI.uf.player.debuffbar.color = GetStringColorObject(config.color)
pfUI.uf.player.debuffbar.bordercolor = GetStringColorObject(config.bordercolor)
pfUI.uf.player.debuffbar.textcolor = GetStringColorObject(config.textcolor)
pfUI.uf.player.debuffbar.anchors = {
pfUI.uf.player,
pfUI.uf.player and pfUI.uf.player.buffbar and pfUI.uf.player.buffbar.bars,
pfUI.uf.player and pfUI.uf.player.debuffs,
pfUI.uf.player and pfUI.uf.player.buffs
}
pfUI.uf.player.debuffbar:SetPoint("LEFT", pfUI.uf.player, "LEFT", 0, 0)
pfUI.uf.player.debuffbar:SetPoint("BOTTOM", pfUI.uf.player, "TOP", 0, border*2+1)
UpdateMovable(pfUI.uf.player.debuffbar)
end
-- create target debuffbars
if pfUI.uf.target and C.buffbar.tdebuff.enable == "1" then
local config = C.buffbar.tdebuff
pfUI.uf.target.debuffbar = CreateBuffBarFrame("Target", "HARMFUL")
pfUI.uf.target.debuffbar:SetWidth(config.width == "-1" and pfUI.uf.target:GetWidth() or config.width)
pfUI.uf.target.debuffbar:SetHeight(config.height)
pfUI.uf.target.debuffbar.config = config
pfUI.uf.target.debuffbar.buffcmp = config.sort == "asc" and asc or desc
pfUI.uf.target.debuffbar.color = GetStringColorObject(config.color)
pfUI.uf.target.debuffbar.bordercolor = GetStringColorObject(config.bordercolor)
pfUI.uf.target.debuffbar.textcolor = GetStringColorObject(config.textcolor)
pfUI.uf.target.debuffbar.threshold = tonumber(config.threshold)
pfUI.uf.target.debuffbar.anchors = {
pfUI.uf.target,
pfUI.uf.target and pfUI.uf.target.buffbar and pfUI.uf.target.buffbar.bars,
pfUI.uf.target and pfUI.uf.target.debuffs,
pfUI.uf.target and pfUI.uf.target.buffs
}
pfUI.uf.target.debuffbar:SetPoint("LEFT", pfUI.uf.target, "LEFT", 0, 0)
pfUI.uf.target.debuffbar:SetPoint("BOTTOM", pfUI.uf.target, "TOP", 0, border*2+1)
UpdateMovable(pfUI.uf.target.debuffbar)
end
end)