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37 changes: 37 additions & 0 deletions HealthBarColor_TBC.toc
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## Interface: 20500
## Title: HealthBarColor
## Author: Slothpala
## SavedVariables: HealthBarColorDB
## OptionalDeps: Ace3, LibDeflate, LibDBIcon-1.0, LibDualSpec-1.0, LibSharedMedia-3.0, LibDDI-1.0
## X-Curse-Project-ID: 682398

Init_TBC.lua

embeds.xml
locales.xml

Core.lua
DB.lua

Prototypes\HBC_Unit.lua

Utils\AddonColors.lua
Utils\Helper.lua
Utils\HookRegistry.lua
Utils\CombatLockdownRegistry.lua
Utils\ProfileSharing.lua
Utils\HealthValueColor.lua

Options\TabButtonTemplate_classic.xml
Options\OptionsFrame_classic.xml
Options\OptionsFrame_classic.lua
Options\HealthBarsTabOptions.lua
Options\ModulesTabOptions.lua
Options\ColorsTabOptions.lua
Options\FontsTabOptions.lua
Options\ProfilesTabOptions.lua

UnitManager.lua
Prototypes\HBC_UnitOverrides.lua

modules_Vanilla.xml
67 changes: 67 additions & 0 deletions Init_TBC.lua
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local _, addonTable = ...

addonTable.playerClass = select(2, UnitClass("player"))

-- TBC uses same unit frame layout as Vanilla (no focus frame); isVanilla gates apply.
addonTable.isTBC = true
addonTable.isVanilla = true
addonTable.isClassic = true

addonTable.texturePaths =
{
portraitIcon = "Interface\\AddOns\\HealthBarColor\\Media\\Textures\\Icon_rounded.tga",
}

addonTable.fontModules =
{
"Font_player",
"Font_pet",
"Font_target",
"Font_targettarget",
}

addonTable.globalUnitVariables =
{
player =
{
healthBar = _G.PlayerFrameHealthBar,
powerBar = _G.PlayerFrameManaBar,
nameText = _G.PlayerName,
healthTextLeft = _G.PlayerFrameHealthBarTextLeft,
healthTextMiddle = _G.PlayerFrameHealthBarText,
healthTextRight = _G.PlayerFrameHealthBarTextRight,
powerBarTextLeft = _G.PlayerFrameManaBarTextLeft,
powerBarTextMiddle = _G.PlayerFrameManaBarTextRight,
powerBarTextRight = _G.PlayerFrameManaBarText,
frameTexture = _G.PlayerFrameTexture,
frameFlash = _G.PlayerStatusTexture
},
target =
{
healthBar = _G.TargetFrameHealthBar,
powerBar = _G.TargetFrameManaBar,
nameText = _G.TargetFrameTextureFrameName,
frameTexture = _G.TargetFrameTextureFrameTexture,
frameFlash = _G.PlayerStatusTexture
},
targettarget =
{
healthBar = _G.TargetFrameToTHealthBar,
powerBar = _G.TargetFrameToTManaBar,
nameText = _G.TargetFrameToTTextureFrameName,
frameTexture = _G.TargetFrameToTTextureFrameTexture,
},
pet =
{
healthBar = _G.PetFrameHealthBar,
powerBar = _G.PetFrameManaBar,
nameText = _G.PetName,
healthTextLeft = _G.PetFrameHealthBarTextLeft,
healthTextMiddle = _G.PetFrameHealthBarText,
healthTextRight = _G.PetFrameHealthBarTextRight,
powerBarTextLeft = _G.PetFrameManaBarTextLeft,
powerBarTextMiddle = _G.PetFrameManaBarText,
powerBarTextRight = _G.PetFrameManaBarTextRight,
frameTexture = _G.PetFrameTexture,
},
}