grom asked for the name and level over every rabbit to be gone. pfUI cannot do it: its option is
"Hide Healthbar On Critters", and the branch it takes is `level:Show() name:Show() health:Hide()`
— bar hidden, name and level kept, a label floating in empty space.
The reason it shows up here and not on his real client is our own compat. That pfUI branch needs
`UnitCreatureTypeID` on a plate GUID, which needs the `NAME_PLATE_UNIT_ADDED` → `C_NamePlate` →
`UnitGUID` chain; stock 1.12 has none of it, so the check returns nil there and a critter gets an
ordinary plate nobody notices. We answer all three, so the feature wakes up and strips the bar.
So the gate goes where the plate is decided. It keys on `CreatureType.dbc`'s **no-TAB flag**
rather than on the id 8: that bit is the client's own mark for a creature the player does not
mean to interact with, it is set on Critter alone in the 1.12 data, and `target::scan`'s TAB
gate already reads it — one notion of "critter", from the data, with two consumers. An
unresolved type keeps its plate, as the scan treats an out-of-range index as targetable.
A deviation, and `nameplateShowCritters` says so: the reference's ladder (`0x60f600`) has no
creature-type test at all. Off by default, because the floating name is the thing nobody wants;
`SetCVar("nameplateShowCritters", "1")` restores vanilla. Removing the plate leaves nothing
behind — the overhead-name path gates a creature on `UnitNameNPC`, which is "0".
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn