Files
coa-shadowedunitframes/ShadowedUnitFrames
florian.berthold 48ebec985b coa: fix CoA dispel detection timing in SUF aura scan
Previous approach baked playerCoaDispels into group.coaRaidFilter during
OnLayoutApplied, which can fire before PLAYER_LOGIN when C_Player isn't
ready yet — Venomancer and other CoA classes got cached as false and
never re-evaluated.

Fix: move all CoA logic into scan() itself so it runs on every
PLAYER_ENTERING_WORLD update. getCoaDispels() no longer caches when
C_Player is unavailable (returns nil without storing), so the first
successful in-world call populates it correctly.

updateGroup() is restored to its original form — no group.coaRaidFilter.
scan() intercepts filter=="HARMFUL|RAID", calls getCoaDispels(), and if
a dispel set is found strips |RAID and applies the per-type check inline.
2026-05-17 10:52:50 +02:00
..
2023-03-02 12:15:00 +01:00
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2023-03-02 12:15:00 +01:00
2023-03-02 12:15:00 +01:00
2024-12-23 06:56:21 -07:00
2026-05-08 23:44:58 +02:00