local AceOO = AceLibrary("AceOO-2.0") local PlayerHealth = AceOO.Class(IceUnitBar) PlayerHealth.prototype.resting = nil local configMode = false -- Constructor -- function PlayerHealth.prototype:init() PlayerHealth.super.prototype.init(self, "PlayerHealth", "player") self:SetDefaultColor("PlayerHealth", 37, 164, 30) end function PlayerHealth.prototype:GetDefaultSettings() local settings = PlayerHealth.super.prototype.GetDefaultSettings(self) settings["side"] = IceCore.Side.Left settings["offset"] = 1 settings["hideBlizz"] = false settings["upperText"] = "[PercentHP:Round]" settings["lowerText"] = "[FractionalHP:HPColor:Bracket]" settings["allowMouseInteraction"] = false settings["allowMouseInteractionCombat"] = false settings["lockIconAlpha"] = false settings["showStatusIcon"] = true settings["statusIconOffset"] = {x=110, y=0} settings["statusIconScale"] = 1 settings["showLeaderIcon"] = true settings["leaderIconOffset"] = {x=135, y=15} settings["leaderIconScale"] = 0.9 settings["showLootMasterIcon"] = true settings["lootMasterIconOffset"] = {x=100, y=-20} settings["lootMasterIconScale"] = 0.9 settings["showPvPIcon"] = true settings["PvPIconOffset"] = {x=95, y=-40} settings["PvPIconScale"] = 0.9 return settings end function PlayerHealth.prototype:Enable(core) PlayerHealth.super.prototype.Enable(self, core) self:RegisterEvent("UNIT_HEALTH", "Update") self:RegisterEvent("UNIT_MAXHEALTH", "Update") self:RegisterEvent("PLAYER_ENTERING_WORLD", "EnteringWorld") self:RegisterEvent("PLAYER_UPDATE_RESTING", "Resting") self:RegisterEvent("PLAYER_REGEN_ENABLED", "CheckCombat") self:RegisterEvent("PLAYER_REGEN_DISABLED", "CheckCombat") self:RegisterEvent("PARTY_LEADER_CHANGED", "CheckLeader") self:RegisterEvent("PARTY_MEMBERS_CHANGED", "CheckLeader") self:RegisterEvent("PARTY_LOOT_METHOD_CHANGED", "CheckLootMaster") self:RegisterEvent("UPDATE_FACTION", "CheckPvP") self:RegisterEvent("PLAYER_FLAGS_CHANGED", "CheckPvP") self:RegisterEvent("UNIT_FACTION", "CheckPvP") if (self.moduleSettings.hideBlizz) then self:HideBlizz() end self:Resting() --self:Update(self.unit) end -- OVERRIDE function PlayerHealth.prototype:GetOptions() local opts = PlayerHealth.super.prototype.GetOptions(self) opts["classColor"] = { type = "toggle", name = "Class color bar", desc = "Use class color as the bar color instead of default color", 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 end, order = 40 } opts["hideBlizz"] = { type = "toggle", name = "Hide Blizzard Frame", desc = "Hides Blizzard Player 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 = 41 } opts["scaleHealthColor"] = { type = "toggle", name = "Color bar by health %", desc = "Colors the health bar from MaxHealthColor to MinHealthColor based on current health %", 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 = 42 } opts["allowClickTarget"] = { type = 'toggle', name = 'Allow click-targeting', desc = 'Whether or not to allow click targeting/casting and the player 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["allowClickTargetCombat"] = { type = 'toggle', name = 'Allow click-targeting in combat', desc = 'Whether or not to allow click targeting/casting and the player drop-down menu for this bar while the player is in combat (Note: does not work properly with HiBar, have to click near the base of the bar)', get = function() return self.moduleSettings.allowMouseInteractionCombat end, set = function(v) self.moduleSettings.allowMouseInteractionCombat = v self:CreateBackground(true) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.allowMouseInteraction end, usage = '', order = 43.5 } 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:EnteringWorld() 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 }, statusIcon = { type = "toggle", name = "Show status icon", desc = "Whether or not to show the status icon (resting/combat) above this bar", get = function() return self.moduleSettings.showStatusIcon end, set = function(value) self.moduleSettings.showStatusIcon = value self:Resting() self:CheckCombat() end, disabled = function() return not self.moduleSettings.enabled end, order = 10 }, statusIconOffsetX = { type = "range", name = "Status Icon Horizontal Offset", desc = "How much to offset the status icon (resting/combat) from the bar horizontally", min = 0, max = 250, step = 1, get = function() return self.moduleSettings.statusIconOffset['x'] end, set = function(v) self.moduleSettings.statusIconOffset['x'] = v self:SetTexLoc(self.frame.statusIcon, self.moduleSettings.statusIconOffset['x'], self.moduleSettings.statusIconOffset['y']) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showStatusIcon end, order = 11 }, statusIconOffsetY = { type = "range", name = "Status Icon Vertical Offset", desc = "How much to offset the status icon (resting/combat) from the bar vertically", min = -300, max = 50, step = 1, get = function() return self.moduleSettings.statusIconOffset['y'] end, set = function(v) self.moduleSettings.statusIconOffset['y'] = v self:SetTexLoc(self.frame.statusIcon, self.moduleSettings.statusIconOffset['x'], self.moduleSettings.statusIconOffset['y']) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showStatusIcon end, order = 12 }, statusIconScale = { type = "range", name = "Status Icon Scale", desc = "How much to scale the status icon", min = 0.05, max = 2, step = 0.05, get = function() return self.moduleSettings.statusIconScale end, set = function(v) self.moduleSettings.statusIconScale = v self:SetTexScale(self.frame.statusIcon, 20, 20, v) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showStatusIcon end, order = 13 }, leaderIcon = { type = "toggle", name = "Show leader icon", desc = "Whether or not to show the party leader icon above this bar", get = function() return self.moduleSettings.showLeaderIcon end, set = function(value) self.moduleSettings.showLeaderIcon = value self:CheckLeader() end, disabled = function() return not self.moduleSettings.enabled end, order = 20 }, leaderIconOffsetX = { type = "range", name = "Leader Icon Horizontal Offset", desc = "How much to offset the leader icon from the bar horizontally", min = 0, max = 250, step = 1, get = function() return self.moduleSettings.leaderIconOffset['x'] end, set = function(v) self.moduleSettings.leaderIconOffset['x'] = v self:SetTexLoc(self.frame.leaderIcon, self.moduleSettings.leaderIconOffset['x'], self.moduleSettings.leaderIconOffset['y']) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showLeaderIcon end, order = 21 }, leaderIconOffsetY = { type = "range", name = "Leader Icon Vertical Offset", desc = "How much to offset the leader icon from the bar vertically", min = -300, max = 50, step = 1, get = function() return self.moduleSettings.leaderIconOffset['y'] end, set = function(v) self.moduleSettings.leaderIconOffset['y'] = v self:SetTexLoc(self.frame.leaderIcon, self.moduleSettings.leaderIconOffset['x'], self.moduleSettings.leaderIconOffset['y']) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showLeaderIcon end, order = 22 }, leaderIconScale = { type = "range", name = "Leader Icon Scale", desc = "How much to scale the leader icon", min = 0.05, max = 2, step = 0.05, get = function() return self.moduleSettings.leaderIconScale end, set = function(v) self.moduleSettings.leaderIconScale = v self:SetTexScale(self.frame.leaderIcon, 20, 20, v) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showLeaderIcon end, order = 23 }, lootMasterIcon = { type = "toggle", name = "Show loot master icon", desc = "Whether or not to show the loot master icon", get = function() return self.moduleSettings.showLootMasterIcon end, set = function(value) self.moduleSettings.showLootMasterIcon = value self:CheckLootMaster() end, disabled = function() return not self.moduleSettings.enabled end, order = 30 }, lootMasterIconOffsetX = { type = "range", name = "Loot Master Icon Horizontal Offset", desc = "How much to offset the loot master icon from the bar horizontally", min = 0, max = 250, step = 1, get = function() return self.moduleSettings.lootMasterIconOffset['x'] end, set = function(v) self.moduleSettings.lootMasterIconOffset['x'] = v self:SetTexLoc(self.frame.lootMasterIcon, self.moduleSettings.lootMasterIconOffset['x'], self.moduleSettings.lootMasterIconOffset['y']) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showLootMasterIcon end, order = 31 }, lootMasterIconOffsetY = { type = "range", name = "Loot Master Icon Vertical Offset", desc = "How much to offset the loot master icon from the bar vertically", min = -300, max = 50, step = 1, get = function() return self.moduleSettings.lootMasterIconOffset['y'] end, set = function(v) self.moduleSettings.lootMasterIconOffset['y'] = v self:SetTexLoc(self.frame.lootMasterIcon, self.moduleSettings.lootMasterIconOffset['x'], self.moduleSettings.lootMasterIconOffset['y']) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showLootMasterIcon end, order = 32 }, lootMasterIconScale = { type = "range", name = "Loot Master Icon Scale", desc = "How much to scale the loot master icon", min = 0.05, max = 2, step = 0.05, get = function() return self.moduleSettings.lootMasterIconScale end, set = function(v) self.moduleSettings.lootMasterIconScale = v self:SetTexScale(self.frame.lootMasterIcon, 20, 20, v) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showLootMasterIcon end, order = 33 }, 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 }, 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.frame.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.frame.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.frame.PvPIcon, 20, 20, v) end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showPvPIcon end, order = 43 } } } return opts end function PlayerHealth.prototype:CreateBackground(redraw) PlayerHealth.super.prototype.CreateBackground(self) if not self.frame.button then self.frame.button = CreateFrame("Button", "IceHUD_PlayerClickFrame", 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, PlayerFrameDropDown, "cursor"); end self:EnableClickTargeting(self.moduleSettings.allowMouseInteraction) end function PlayerHealth.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 PlayerHealth.prototype:EnteringWorld() self:CheckCombat() self:CheckLeader() self:CheckPvP() -- Parnic - moved :Resting to the end because it calls Update which sets alpha on everything self:Resting() end function PlayerHealth.prototype:Resting() self.resting = IsResting() -- moved icon logic above :Update so that it will trigger the alpha settings properly if (self.resting) then if self.moduleSettings.showStatusIcon and not self.frame.statusIcon then self.frame.statusIcon = self:CreateTexCoord(self.frame.statusIcon, "Interface\\CharacterFrame\\UI-StateIcon", 20, 20, self.moduleSettings.statusIconScale, 0.0625, 0.4475, 0.0625, 0.4375) self:SetTexLoc(self.frame.statusIcon, self.moduleSettings.statusIconOffset['x'], self.moduleSettings.statusIconOffset['y']) elseif not self.moduleSettings.showStatusIcon and self.frame.statusIcon and not self.combat then self.frame.statusIcon = self:DestroyTexFrame(self.frame.statusIcon) end else if not self.combat and self.frame.statusIcon then self.frame.statusIcon = self:DestroyTexFrame(self.frame.statusIcon) end end self:Update(self.unit) end function PlayerHealth.prototype:CheckCombat() PlayerHealth.super.prototype.CheckCombat(self) if self.combat then if self.moduleSettings.allowMouseInteraction and not self.moduleSettings.allowMouseInteractionCombat then self:EnableClickTargeting(false) end else if self.moduleSettings.allowMouseInteraction and not self.moduleSettings.allowMouseInteractionCombat then self:EnableClickTargeting(true) end end if self.combat or configMode then if (configMode or self.moduleSettings.showStatusIcon) and not self.frame.statusIcon then self.frame.statusIcon = self:CreateTexCoord(self.frame.statusIcon, "Interface\\CharacterFrame\\UI-StateIcon", 20, 20, self.moduleSettings.statusIconScale, 0.5625, 0.9375, 0.0625, 0.4375) self:SetTexLoc(self.frame.statusIcon, self.moduleSettings.statusIconOffset['x'], self.moduleSettings.statusIconOffset['y']) elseif not configMode and not self.resting and not self.moduleSettings.showStatusIcon and self.frame.statusIcon then self.frame.statusIcon = self:DestroyTexFrame(self.frame.statusIcon) end else if not self.resting and self.frame.statusIcon then self.frame.statusIcon = self:DestroyTexFrame(self.frame.statusIcon) end end end function PlayerHealth.prototype:CheckLeader() if configMode or IsPartyLeader() then if (configMode or self.moduleSettings.showLeaderIcon) and not self.frame.leaderIcon then self.frame.leaderIcon = self:CreateTexCoord(self.frame.leaderIcon, "Interface\\GroupFrame\\UI-Group-LeaderIcon", 20, 20, self.moduleSettings.leaderIconScale, 0, 1, 0, 1) self:SetTexLoc(self.frame.leaderIcon, self.moduleSettings.leaderIconOffset['x'], self.moduleSettings.leaderIconOffset['y']) elseif not configMode and not self.moduleSettings.showLeaderIcon and self.frame.leaderIcon then self.frame.leaderIcon = self:DestroyTexFrame(self.frame.leaderIcon) end else if self.frame.leaderIcon then self.frame.leaderIcon = self:DestroyTexFrame(self.frame.leaderIcon) end end self:CheckLootMaster() end function PlayerHealth.prototype:CheckLootMaster() local _, lootmaster = GetLootMethod() if configMode or lootmaster == 0 then if (configMode or self.moduleSettings.showLootMasterIcon) and not self.frame.lootMasterIcon then self.frame.lootMasterIcon = self:CreateTexCoord(self.frame.lootMasterIcon, "Interface\\GroupFrame\\UI-Group-MasterLooter", 20, 20, self.moduleSettings.lootMasterIconScale, 0, 1, 0, 1) self:SetTexLoc(self.frame.lootMasterIcon, self.moduleSettings.lootMasterIconOffset['x'], self.moduleSettings.lootMasterIconOffset['y']) elseif not configMode and not self.moduleSettings.showLootMasterIcon and self.frame.lootMasterIcon then self.frame.lootMasterIcon = self:DestroyTexFrame(self.frame.lootMasterIcon) end else if self.frame.lootMasterIcon then self.frame.lootMasterIcon = self:DestroyTexFrame(self.frame.lootMasterIcon) end end end function PlayerHealth.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) and not self.frame.PvPIcon then self.frame.PvPIcon = self:CreateTexCoord(self.frame.PvPIcon, "Interface\\TargetingFrame\\UI-PVP-"..pvpMode, 20, 20, self.moduleSettings.PvPIconScale, minx, maxx, miny, maxy) self:SetTexLoc(self.frame.PvPIcon, self.moduleSettings.PvPIconOffset['x'], self.moduleSettings.PvPIconOffset['y']) elseif not configMode and not self.moduleSettings.showPvPIcon and self.frame.PvPIcon then self.frame.PvPIcon = self:DestroyTexFrame(self.frame.PvPIcon) end else if self.frame.PvPIcon then self.frame.PvPIcon = self:DestroyTexFrame(self.frame.PvPIcon) end end end function PlayerHealth.prototype:Update(unit) PlayerHealth.super.prototype.Update(self) if (unit and (unit ~= self.unit)) then return end local color = "PlayerHealth" if (self.moduleSettings.classColor) then color = self.unitClass end if (self.moduleSettings.scaleHealthColor) then color = "ScaledHealthColor" end if not (self.alive) then color = "Dead" end local textColor = color if (self.resting) then textColor = "Text" end self:UpdateBar(self.health/self.maxHealth, color) if not IceHUD.IceCore:ShouldUseDogTags() then self:SetBottomText1(math.floor(self.healthPercentage * 100)) self:SetBottomText2(self:GetFormattedText(self.health, self.maxHealth), textColor) end self:SetIconAlpha() end function PlayerHealth.prototype:SetIconAlpha() if self.frame.statusIcon then self.frame.statusIcon:SetAlpha(self.moduleSettings.lockIconAlpha and 1 or self.alpha) end if self.frame.leaderIcon then self.frame.leaderIcon:SetAlpha(self.moduleSettings.lockIconAlpha and 1 or self.alpha) end if self.frame.lootMasterIcon then self.frame.lootMasterIcon:SetAlpha(self.moduleSettings.lockIconAlpha and 1 or self.alpha) end if self.frame.PvPIcon then self.frame.PvPIcon:SetAlpha(self.moduleSettings.lockIconAlpha and 1 or self.alpha) end end function PlayerHealth.prototype:CreateTexCoord(texframe, icon, width, height, scale, left, right, top, bottom) if not texframe then texframe = self.frame:CreateTexture(nil, "BACKGROUND") end texframe:SetTexture(icon) texframe:SetTexCoord(left, right, top, bottom) self:SetTexScale(texframe, width, height, scale) return texframe end function PlayerHealth.prototype:SetTexLoc(texframe, xpos, ypos, anchorFrom, anchorTo) texframe:ClearAllPoints() texframe:SetPoint(anchorFrom and anchorFrom or "TOPLEFT", self.frame, anchorTo and anchorTo or "TOPLEFT", xpos, ypos) end function PlayerHealth.prototype:SetTexScale(texframe, width, height, scale) texframe:SetWidth(width * scale) texframe:SetHeight(height * scale) end function PlayerHealth.prototype:DestroyTexFrame(texframe) if not texframe then return nil end texframe:SetTexture(nil) texframe:Hide() texframe:ClearAllPoints() return nil end function PlayerHealth.prototype:ShowBlizz() PlayerFrame:Show() PlayerFrame:RegisterEvent("UNIT_LEVEL"); PlayerFrame:RegisterEvent("UNIT_COMBAT"); PlayerFrame:RegisterEvent("UNIT_FACTION"); PlayerFrame:RegisterEvent("UNIT_MAXMANA"); PlayerFrame:RegisterEvent("PLAYER_ENTERING_WORLD"); PlayerFrame:RegisterEvent("PLAYER_ENTER_COMBAT"); PlayerFrame:RegisterEvent("PLAYER_LEAVE_COMBAT"); PlayerFrame:RegisterEvent("PLAYER_REGEN_DISABLED"); PlayerFrame:RegisterEvent("PLAYER_REGEN_ENABLED"); PlayerFrame:RegisterEvent("PLAYER_UPDATE_RESTING"); PlayerFrame:RegisterEvent("PARTY_MEMBERS_CHANGED"); PlayerFrame:RegisterEvent("PARTY_LEADER_CHANGED"); PlayerFrame:RegisterEvent("PARTY_LOOT_METHOD_CHANGED"); PlayerFrame:RegisterEvent("RAID_ROSTER_UPDATE"); PlayerFrame:RegisterEvent("PLAYTIME_CHANGED"); end function PlayerHealth.prototype:HideBlizz() PlayerFrame:Hide() PlayerFrame:UnregisterAllEvents() end -- Load us up IceHUD.PlayerHealth = PlayerHealth:new()