local AceOO = AceLibrary("AceOO-2.0") IceTargetHealth = AceOO.Class(IceUnitBar) IceTargetHealth.prototype.color = nil IceTargetHealth.prototype.determineColor = true IceTargetHealth.prototype.registerEvents = true IceTargetHealth.prototype.texWidth = 128 IceTargetHealth.prototype.texHeight = 128 IceTargetHealth.prototype.classLeft = 0 IceTargetHealth.prototype.classRight = 0.9375 IceTargetHealth.prototype.classTop = 0 IceTargetHealth.prototype.classBottom = 0.78125 IceTargetHealth.prototype.raidIconWidth = 16 IceTargetHealth.prototype.raidIconHeight = 16 IceTargetHealth.prototype.EliteTexture = IceElement.TexturePath .. "Elite" IceTargetHealth.prototype.RareEliteTexture = IceElement.TexturePath .. "RareElite" IceTargetHealth.prototype.RareTexture = IceElement.TexturePath .. "Rare" local configMode = false -- Constructor -- function IceTargetHealth.prototype:init(moduleName, unit) if not moduleName or not unit then IceTargetHealth.super.prototype.init(self, "TargetHealth", "target") else IceTargetHealth.super.prototype.init(self, moduleName, unit) end self:SetDefaultColor("TargetHealthHostile", 231, 31, 36) self:SetDefaultColor("TargetHealthFriendly", 46, 223, 37) self:SetDefaultColor("TargetHealthNeutral", 210, 219, 87) end function IceTargetHealth.prototype:GetDefaultSettings() local settings = IceTargetHealth.super.prototype.GetDefaultSettings(self) settings["side"] = IceCore.Side.Left settings["offset"] = 2 settings["classColor"] = false settings["hideBlizz"] = false settings["upperText"] = "[PercentHP:Round]" settings["lowerText"] = "[(HP:Round \"/\" MaxHP:Round):HPColor:Bracket]" settings["raidIconOnTop"] = true settings["showRaidIcon"] = true settings["raidIconXOffset"] = 12 settings["raidIconYOffset"] = 0 settings["raidIconScale"] = 1 settings["lockIconAlpha"] = false settings["abbreviateHealth"] = true settings["classIconOffset"] = {x=0, y=0} settings["showClassificationIcon"] = false settings["classIconOnTop"] = false settings["classIconScale"] = 1 settings["showPvPIcon"] = true settings["PvPIconOffset"] = {x=23, y=11} settings["PvPIconScale"] = 1.0 settings["PvPIconOnTop"] = false settings["allowMouseInteraction"] = false settings["npcHostilityColor"] = false return settings end -- OVERRIDE function IceTargetHealth.prototype:GetOptions() local opts = IceTargetHealth.super.prototype.GetOptions(self) opts["classColor"] = { type = "toggle", name = "Class color bar", desc = "Use class color as the bar color instead of reaction color\n\n(Note: The 'color bar by health %' setting overrides this)", get = function() return self.moduleSettings.classColor end, set = function(value) self.moduleSettings.classColor = value self:Update(self.unit) end, disabled = function() return not self.moduleSettings.enabled or self.moduleSettings.scaleHealthColor end, order = 41 } opts["npcHostilityColor"] = { type = "toggle", name = "Color NPC's by hostility", desc = "If you are using the 'class color bar' setting above, then enabling this will color NPC's by their hostility toward you since NPC class isn't very helpful or applicable information.", get = function() return self.moduleSettings.npcHostilityColor end, set = function(v) self.moduleSettings.npcHostilityColor = v self:Redraw() end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.classColor or self.moduleSettings.scaleHealthColor end, order = 41.5 } opts["hideBlizz"] = { type = "toggle", name = "Hide Blizzard Frame", desc = "Hides Blizzard Target frame and disables all events related to it", get = function() return self.moduleSettings.hideBlizz end, set = function(value) self.moduleSettings.hideBlizz = value if (value) then self:HideBlizz() else self:ShowBlizz() end end, disabled = function() return not self.moduleSettings.enabled end, order = 42 } opts["allowClickTarget"] = { type = 'toggle', name = 'Allow click-targeting', desc = 'Whether or not to allow click targeting/casting and the target drop-down menu for this bar (Note: does not work properly with HiBar, have to click near the base of the bar)', get = function() return self.moduleSettings.allowMouseInteraction end, set = function(v) self.moduleSettings.allowMouseInteraction = v self:CreateBackground(true) end, disabled = function() return not self.moduleSettings.enabled end, usage = '', order = 43 } opts["scaleHealthColor"] = { type = "toggle", name = "Color bar by health %", desc = "Colors the health bar from MaxHealthColor to MinHealthColor based on current health %\n\n(Note: This overrides the 'class color bar' setting. Disable this to use class coloring)", get = function() return self.moduleSettings.scaleHealthColor end, set = function(value) self.moduleSettings.scaleHealthColor = value self:Redraw() end, disabled = function() return not self.moduleSettings.enabled end, order = 44 } if not IceHUD.IceCore:ShouldUseDogTags() then opts["shortenHealth"] = { type = 'toggle', name = 'Abbreviate estimated health', desc = 'If this is checked, then a health value of 1100 will display as 1.1k, otherwise it shows the number', get = function() return self.moduleSettings.abbreviateHealth end, set = function(v) self.moduleSettings.abbreviateHealth = v end, disabled = function() return not self.moduleSettings.enabled end, order = 40.1 } end opts["iconSettings"] = { type = 'group', name = '|c' .. self.configColor .. 'Icon Settings|r', desc = 'Settings related to icons', disabled = function() return not self.moduleSettings.enabled end, args = { iconConfigMode = { type = "toggle", name = "Icon config mode", desc = "With this enabled, all icons draw so you can configure their placement\n\nNote: the combat and status icons are actually the same texture so you'll only see combat in config mode (unless you're already resting)", get = function() return configMode end, set = function(v) configMode = v self:CheckPvP() self:UpdateRaidTargetIcon() self:Redraw() end, order = 5 }, lockIconAlpha = { type = "toggle", name = "Lock all icons to 100% alpha", desc = "With this enabled, all icons will be 100% visible regardless of the alpha settings for this bar.", get = function() return self.moduleSettings.lockIconAlpha end, set = function(v) self.moduleSettings.lockIconAlpha = v self:Redraw() end, order = 6 }, PvPHeader = { type = 'header', name = 'PvP icon', order = 39.9 }, PvPIcon = { type = "toggle", name = "Show PvP icon", desc = "Whether or not to show the PvP icon", get = function() return self.moduleSettings.showPvPIcon end, set = function(value) self.moduleSettings.showPvPIcon = value self:CheckPvP() end, disabled = function() return not self.moduleSettings.enabled end, order = 40 }, PvPIconOnTop = { type = "toggle", name = "Draw PVP Icon on top", desc = "Whether to draw the PvP icon in front of or behind this bar", get = function() return self.moduleSettings.PvPIconOnTop end, set = function(value) self.moduleSettings.PvPIconOnTop = value self:CheckPvP() end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showPvPIcon end, order = 40.1 }, PvPIconOffsetX = { type = "range", name = "PvP Icon Horizontal Offset", desc = "How much to offset the PvP icon from the bar horizontally", min = 0, max = 250, step = 1, get = function() return self.moduleSettings.PvPIconOffset['x'] end, set = function(v) self.moduleSettings.PvPIconOffset['x'] = v self:SetTexLoc(self.barFrame.PvPIcon, self.moduleSettings.PvPIconOffset['x'], self.moduleSettings.PvPIconOffset['y']) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showPvPIcon end, order = 41 }, PvPIconOffsetY = { type = "range", name = "PvP Icon Vertical Offset", desc = "How much to offset the PvP icon from the bar vertically", min = -300, max = 50, step = 1, get = function() return self.moduleSettings.PvPIconOffset['y'] end, set = function(v) self.moduleSettings.PvPIconOffset['y'] = v self:SetTexLoc(self.barFrame.PvPIcon, self.moduleSettings.PvPIconOffset['x'], self.moduleSettings.PvPIconOffset['y']) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showPvPIcon end, order = 42 }, PvPIconScale = { type = "range", name = "PvP Icon Scale", desc = "How much to scale the PvP icon", min = 0.05, max = 2, step = 0.05, get = function() return self.moduleSettings.PvPIconScale end, set = function(v) self.moduleSettings.PvPIconScale = v self:SetTexScale(self.barFrame.PvPIcon, 20, 20, v) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showPvPIcon end, order = 43 }, RaidHeader = { type = 'header', name = 'Raid icon', order = 49.9 }, showRaidIcon = { type = "toggle", name = "Show Raid Icon", desc = "Whether or not to show the raid icon above this bar", get = function() return self.moduleSettings.showRaidIcon end, set = function(value) self.moduleSettings.showRaidIcon = value self:UpdateRaidTargetIcon() end, disabled = function() return not self.moduleSettings.enabled end, order = 50 }, raidIconOnTop = { type = "toggle", name = "Draw Raid Icon On Top", desc = "Whether to draw the raid icon in front of or behind this bar", get = function() return self.moduleSettings.raidIconOnTop end, set = function(value) self.moduleSettings.raidIconOnTop = value self:UpdateRaidTargetIcon() end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showRaidIcon end, order = 52 }, raidIconXOffset = { type = "range", name = "Raid Icon X Offset", desc = "How far to push the raid icon right or left", min = -300, max = 300, step = 1, get = function() return self.moduleSettings.raidIconXOffset end, set = function(value) self.moduleSettings.raidIconXOffset = value self:SetRaidIconPlacement() self:Redraw() end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showRaidIcon end, order = 53 }, raidIconYOffset = { type = "range", name = "Raid Icon Y Offset", desc = "How far to push the raid icon up or down", min = -300, max = 300, step = 1, get = function() return self.moduleSettings.raidIconYOffset end, set = function(value) self.moduleSettings.raidIconYOffset = value self:SetRaidIconPlacement() self:Redraw() end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showRaidIcon end, order = 54 }, raidIconScale = { type = "range", name = "Raid Icon Scale", desc = "How much to scale the raid icon", min = 0.05, max = 2, step = 0.05, get = function() return self.moduleSettings.raidIconScale end, set = function(v) self.moduleSettings.raidIconScale = v self:SetTexScale(self.frame.raidIcon, self.raidIconWidth, self.raidIconHeight, v) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showRaidIcon end, order = 55 }, ClassificationHeader = { type = 'header', name = 'Classification icon', order = 59.9 }, showClassificationIcon = { type = "toggle", name = "Show Elite Icon", desc = "Whether or not to show the rare/elite icon above this bar", get = function() return self.moduleSettings.showClassificationIcon end, set = function(value) self.moduleSettings.showClassificationIcon = value self:Redraw() end, disabled = function() return not self.moduleSettings.enabled end, order = 60 }, classIconOnTop = { type = "toggle", name = "Draw Elite Icon On Top", desc = "Whether to draw the elite icon in front of or behind this bar", get = function() return self.moduleSettings.classIconOnTop end, set = function(value) self.moduleSettings.classIconOnTop = value self:Redraw() end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showClassificationIcon end, order = 60.1 }, classIconXOffset = { type = "range", name = "Elite Icon X Offset", desc = "How far to push the elite icon right or left", min = -300, max = 300, step = 1, get = function() return self.moduleSettings.classIconOffset['x'] end, set = function(value) self.moduleSettings.classIconOffset['x'] = value self:Redraw() end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showClassificationIcon end, order = 61 }, classIconYOffset = { type = "range", name = "Elite Icon Y Offset", desc = "How far to push the elite icon up or down", min = -300, max = 300, step = 1, get = function() return self.moduleSettings.classIconOffset['y'] end, set = function(value) self.moduleSettings.classIconOffset['y'] = value self:Redraw() end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showClassificationIcon end, order = 62 }, classIconScale = { type = "range", name = "Elite Icon Scale", desc = "How much to scale the elite icon", min = 0.05, max = 2, step = 0.05, get = function() return self.moduleSettings.classIconScale end, set = function(v) self.moduleSettings.classIconScale = v self:SetTexScale(self.barFrame.classIcon, self.texWidth, self.texHeight, self.moduleSettings.scale / 3.0 * self.moduleSettings.classIconScale) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showClassificationIcon end, order = 63 }, } } return opts end function IceTargetHealth.prototype:Enable(core) IceTargetHealth.super.prototype.Enable(self, core) if self.registerEvents then self:RegisterEvent("UNIT_HEALTH", "Update") self:RegisterEvent("UNIT_MAXHEALTH", "Update") self:RegisterEvent("UNIT_FLAGS", "Update") self:RegisterEvent("UNIT_FACTION", "Update") self:RegisterEvent("RAID_TARGET_UPDATE", "UpdateRaidTargetIcon") self:RegisterEvent("UPDATE_FACTION", "CheckPvP") self:RegisterEvent("PLAYER_FLAGS_CHANGED", "CheckPvP") self:RegisterEvent("UNIT_FACTION", "CheckPvP") end if (self.moduleSettings.hideBlizz) then self:HideBlizz() end self:CreateRaidIconFrame() self:Update(self.unit) RegisterUnitWatch(self.frame) end function IceTargetHealth.prototype:Disable(core) IceTargetHealth.super.prototype.Disable(self, core) UnregisterUnitWatch(self.frame) end function IceTargetHealth.prototype:CreateBackground(redraw) IceTargetHealth.super.prototype.CreateBackground(self) if not self.frame.button then self.frame.button = CreateFrame("Button", "IceHUD_TargetClickFrame", self.frame, "SecureUnitButtonTemplate") end self.frame.button:ClearAllPoints() -- Parnic - kinda hacky, but in order to fit this region to multiple types of bars, we need to do this... -- would be nice to define this somewhere in data, but for now...here we are if self.settings.barTexture == "HiBar" then self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", 0, 0) self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth(), 0) else if self.moduleSettings.side == IceCore.Side.Left then self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", -6, 0) self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth() / 3, 0) else self.frame.button:SetPoint("TOPLEFT", self.frame, "TOPLEFT", 6, 0) self.frame.button:SetPoint("BOTTOMRIGHT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth() / 1.5, 0) end end self.frame.button.menu = function() ToggleDropDownMenu(1, nil, TargetFrameDropDown, "cursor"); end self:EnableClickTargeting(self.moduleSettings.allowMouseInteraction) end function IceTargetHealth.prototype:EnableClickTargeting(bEnable) if bEnable then self.frame.button:EnableMouse(true) self.frame.button:RegisterForClicks("AnyUp") self.frame.button:SetAttribute("type1", "target") self.frame.button:SetAttribute("type2", "menu") self.frame.button:SetAttribute("unit", self.unit) -- set up click casting ClickCastFrames = ClickCastFrames or {} ClickCastFrames[self.frame.button] = true -- Parnic - debug code for showing the clickable region on this bar -- self.frame.button:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background", -- edgeFile = "Interface/Tooltips/UI-Tooltip-Border", -- tile = false, -- insets = { left = 0, right = 0, top = 0, bottom = 0 }}); -- self.frame.button:SetBackdropColor(0,0,0,1); else self.frame.button:EnableMouse(false) self.frame.button:RegisterForClicks() end end function IceTargetHealth.prototype:Update(unit) IceTargetHealth.super.prototype.Update(self) if (unit and (unit ~= self.unit)) then return end if unit and not (UnitExists(unit)) then -- self:Show(false) return else -- self:Show(true) end self:UpdateRaidTargetIcon() local classification = UnitClassification(self.unit); if not self.moduleSettings.showClassificationIcon then self:DestroyTexFrame(self.barFrame.classIcon) else if not self.barFrame.classIcon then self.barFrame.classIcon = self:CreateTexCoord(self.barFrame.classIcon, self.EliteTexture, self.texWidth, self.texHeight, self.moduleSettings.scale / 3.0 * self.moduleSettings.classIconScale, self.classLeft, self.classRight, self.classTop, self.classBottom) end if self.moduleSettings.classIconOnTop then self.barFrame.classIcon:SetDrawLayer("OVERLAY") else self.barFrame.classIcon:SetDrawLayer("BACKGROUND") end self:SetTexLoc(self.barFrame.classIcon, self.moduleSettings.classIconOffset['x'], self.moduleSettings.classIconOffset['y']) self.barFrame.classIcon:Show() self.barFrame.classIcon:SetAlpha(self.alpha == 0 and 0 or math.min(1, self.alpha + 0.2)) if configMode or IceHUD.IceCore:IsInConfigMode() or classification == "worldboss" or classification == "elite" then self.barFrame.classIcon:SetTexture(self.EliteTexture) elseif classification == "rareelite" then self.barFrame.classIcon:SetTexture(self.RareEliteTexture) elseif classification == "rare" then self.barFrame.classIcon:SetTexture(self.RareTexture) else self:DestroyTexFrame(self.barFrame.classIcon) self.barFrame.classIcon:Hide() end end if self.determineColor then self.color = "TargetHealthFriendly" -- friendly > 4 local reaction = UnitReaction("target", "player") if (reaction and (reaction == 4)) then self.color = "TargetHealthNeutral" elseif (reaction and (reaction < 4)) then self.color = "TargetHealthHostile" end if (self.moduleSettings.classColor) and (not self.moduleSettings.npcHostilityColor or UnitPlayerControlled("target")) then self.color = self.unitClass end if (self.moduleSettings.scaleHealthColor) then self.color = "ScaledHealthColor" end if (self.tapped) then self.color = "Tapped" end end self:UpdateBar(self.healthPercentage, self.color) if not IceHUD.IceCore:ShouldUseDogTags() then self:SetBottomText1(math.floor(self.healthPercentage * 100)) if self.moduleSettings.abbreviateHealth then self.health = self:Round(self.health) self.maxHealth = self:Round(self.maxHealth) end if (self.maxHealth ~= 100) then self:SetBottomText2(self:GetFormattedText(self.health, self.maxHealth), self.color) else self:SetBottomText2() end end self:CheckPvP() self:SetIconAlpha() end function IceTargetHealth.prototype:CreateTexCoord(texframe, icon, width, height, scale, left, right, top, bottom) if not texframe then texframe = self.barFrame:CreateTexture(nil, "BACKGROUND") end texframe:SetTexture(icon) if left and right and top and bottom then texframe:SetTexCoord(left, right, top, bottom) end self:SetTexScale(texframe, width, height, scale or 1) return texframe end function IceTargetHealth.prototype:SetTexLoc(texframe, xpos, ypos, anchorFrom, anchorTo) texframe:Show() texframe:ClearAllPoints() texframe:SetPoint(anchorFrom or "TOPLEFT", self.frame, anchorTo or "TOPLEFT", xpos or 0, ypos or 0) end function IceTargetHealth.prototype:SetTexScale(texframe, width, height, scale) texframe:SetWidth(width * scale) texframe:SetHeight(height * scale) end function IceTargetHealth.prototype:DestroyTexFrame(texframe) if not texframe then return nil end texframe:SetTexture(nil) texframe:Hide() texframe:ClearAllPoints() return texframe end function IceTargetHealth.prototype:CreateFrame() IceTargetHealth.super.prototype.CreateFrame(self) -- for showing/hiding the frame based on unit visibility self.frame:SetAttribute("unit", self.unit) end function IceTargetHealth.prototype:CreateRaidIconFrame() if (not self.frame.raidIcon) then self.frame.raidIcon = CreateFrame("Frame", nil, self.frame) end if (not self.frame.raidIcon.icon) then self.frame.raidIcon.icon = self.frame.raidIcon:CreateTexture(nil, "BACKGROUND") self.frame.raidIcon.icon:SetTexture("Interface\\TargetingFrame\\UI-RaidTargetingIcons") end self:SetRaidIconPlacement() self:SetTexScale(self.frame.raidIcon, self.raidIconWidth, self.raidIconHeight, self.moduleSettings.raidIconScale) self.frame.raidIcon.icon:SetAllPoints(self.frame.raidIcon) SetRaidTargetIconTexture(self.frame.raidIcon.icon, 0) self.frame.raidIcon:Hide() end function IceTargetHealth.prototype:SetRaidIconPlacement() self.frame.raidIcon:ClearAllPoints() self.frame.raidIcon:SetPoint("BOTTOM", self.frame, "TOPLEFT", self.moduleSettings.raidIconXOffset, self.moduleSettings.raidIconYOffset) end function IceTargetHealth.prototype:UpdateRaidTargetIcon() if self.moduleSettings.raidIconOnTop then self.frame.raidIcon:SetFrameStrata("MEDIUM") else self.frame.raidIcon:SetFrameStrata("LOW") end if not self.moduleSettings.showRaidIcon or (not UnitExists(self.unit) and (not configMode and not IceHUD.IceCore:IsInConfigMode())) then self.frame.raidIcon:Hide() return end local index = (IceHUD.IceCore:IsInConfigMode() or configMode) and 1 or GetRaidTargetIndex(self.unit); if (index and (index > 0)) then SetRaidTargetIconTexture(self.frame.raidIcon.icon, index) self.frame.raidIcon:Show() else self.frame.raidIcon:Hide() end if self.frame.raidIcon then self.frame.raidIcon:SetAlpha(self.moduleSettings.lockIconAlpha and 1 or self.alpha) end end function IceTargetHealth.prototype:Round(health) if (health > 1000000) then return IceHUD:MathRound(health/1000000, 1) .. "M" end if (health > 1000) then return IceHUD:MathRound(health/1000, 1) .. "k" end return health end function IceTargetHealth.prototype:CheckPvP() local pvpMode = nil local minx, maxx, miny, maxy if configMode or UnitIsPVPFreeForAll(self.unit) then pvpMode = "FFA" minx, maxx, miny, maxy = 0.05, 0.605, 0.015, 0.57 elseif UnitIsPVP(self.unit) then pvpMode = UnitFactionGroup(self.unit) if pvpMode == "Alliance" then minx, maxx, miny, maxy = 0.07, 0.58, 0.06, 0.57 else minx, maxx, miny, maxy = 0.08, 0.58, 0.045, 0.545 end end if pvpMode then if configMode or self.moduleSettings.showPvPIcon then self.barFrame.PvPIcon = self:CreateTexCoord(self.barFrame.PvPIcon, "Interface\\TargetingFrame\\UI-PVP-"..pvpMode, 20, 20, self.moduleSettings.PvPIconScale, minx, maxx, miny, maxy) self:SetTexLoc(self.barFrame.PvPIcon, self.moduleSettings.PvPIconOffset['x'], self.moduleSettings.PvPIconOffset['y']) if self.moduleSettings.PvPIconOnTop then self.barFrame.PvPIcon:SetDrawLayer("OVERLAY") else self.barFrame.PvPIcon:SetDrawLayer("BACKGROUND") end elseif self.barFrame.PvPIcon and self.barFrame.PvPIcon:IsVisible() then self.barFrame.PvPIcon = self:DestroyTexFrame(self.barFrame.PvPIcon) end else if self.barFrame.PvPIcon and self.barFrame.PvPIcon:IsVisible() then self.barFrame.PvPIcon = self:DestroyTexFrame(self.barFrame.PvPIcon) end end end function IceTargetHealth.prototype:SetIconAlpha() if self.barFrame.PvPIcon then self.barFrame.PvPIcon:SetAlpha(self.moduleSettings.lockIconAlpha and 1 or self.alpha) end end function IceTargetHealth.prototype:ShowBlizz() TargetFrame:Show() TargetFrame:RegisterEvent("PLAYER_TARGET_CHANGED") TargetFrame:RegisterEvent("UNIT_HEALTH") TargetFrame:RegisterEvent("UNIT_LEVEL") TargetFrame:RegisterEvent("UNIT_FACTION") TargetFrame:RegisterEvent("UNIT_CLASSIFICATION_CHANGED") TargetFrame:RegisterEvent("UNIT_AURA") TargetFrame:RegisterEvent("PLAYER_FLAGS_CHANGED") TargetFrame:RegisterEvent("PARTY_MEMBERS_CHANGED") TargetFrame:RegisterEvent("RAID_TARGET_UPDATE") ComboFrame:Show() ComboFrame:RegisterEvent("PLAYER_TARGET_CHANGED"); ComboFrame:RegisterEvent("PLAYER_COMBO_POINTS"); end function IceTargetHealth.prototype:HideBlizz() TargetFrame:Hide() TargetFrame:UnregisterAllEvents() ComboFrame:Hide() ComboFrame:UnregisterAllEvents() end -- Load us up IceHUD.TargetHealth = IceTargetHealth:new()