this:SetFrameLevel(this:GetFrameLevel() - 1)
this:RegisterEvent("UPDATE_INVENTORY_ALERTS")
this:RegisterEvent("PLAYER_ENTERING_WORLD")
DurabilityFrame_SetAlerts()
-- benilla re-manages the HUD right-stack on every alert recompute. The ref keeps
-- the durability seat (and the quest tracker stacked under it) fresh because it
-- fires UIParent_ManageFramePositions from dozens of OnShow/OnHide sites; benilla
-- fires it from only a handful, so a showSeparate glyph that arrives AFTER the
-- frame is already shown — equipment streams in per-slot at login, the weapon
-- often breaking before the shield's slot lands — would otherwise leave
-- durabilityOffset stale and hang the shield off the screen's right edge
-- (director-caught). SetAlerts's own Show()/Hide() only re-manages on a
-- shown-state transition, which a mere glyph-set change is not.
UIParent_ManageFramePositions()
UIParent_ManageFramePositions()
UIParent_ManageFramePositions()