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Deleting offset option

Darthpred [04-10-13 - 03:27]
Deleting offset option
Filename
ElvUI_SLE/config/profile.lua
ElvUI_SLE/modules/unitframes/options.lua
ElvUI_SLE/modules/unitframes/units/player.lua
diff --git a/ElvUI_SLE/config/profile.lua b/ElvUI_SLE/config/profile.lua
index e3a5316..4f78ee5 100755
--- a/ElvUI_SLE/config/profile.lua
+++ b/ElvUI_SLE/config/profile.lua
@@ -263,9 +263,4 @@ P.datatexts.panels.DP_6 = {
 	['right'] = '',
 }
 P.datatexts.panels.Top_Center = 'Version'
-P.datatexts.panels.Bottom_Panel = ''
-
---Unitframes
-P.unitframe.units.player.classbar.xOffset = 0
-P.unitframe.units.player.classbar.yOffset = 0
-P.unitframe.units.player.classbar.offset = false
\ No newline at end of file
+P.datatexts.panels.Bottom_Panel = ''
\ No newline at end of file
diff --git a/ElvUI_SLE/modules/unitframes/options.lua b/ElvUI_SLE/modules/unitframes/options.lua
index a65dbea..54a975a 100755
--- a/ElvUI_SLE/modules/unitframes/options.lua
+++ b/ElvUI_SLE/modules/unitframes/options.lua
@@ -77,46 +77,6 @@ E.Options.args.sle.args.unitframes.args.druid = {
 }
 end

-if CAN_HAVE_CLASSBAR then
-E.Options.args.sle.args.unitframes.args.classbar = {
-	order = 6,
-	type = "group",
-	name = L["Classbar Offset"],
-	guiInline = true,
-	args = {
-		info = {
-			order = 1,
-			type = "description",
-			name = L["This options will allow you to detach your classbar from player's frame and move it in other location."],
-		},
-		enable = {
-			order = 2,
-			type = "toggle",
-			name = L["Enable"],
-			get = function(info) return E.db.unitframe.units.player.classbar.offset end,
-			set = function(info, value) E.db.unitframe.units.player.classbar.offset = value; UF:CreateAndUpdateUF('player') end,
-		},
-		xOffset = {
-			order = 7,
-			name = L['X Offset'],
-			type = 'range',
-			disabled = function() return not E.db.unitframe.units.player.classbar.offset end,
-			min = -E.screenwidth, max = E.screenwidth, step = 1,
-			get = function(info) return E.db.unitframe.units.player.classbar.xOffset end,
-			set = function(info, value) E.db.unitframe.units.player.classbar.xOffset = value; UF:CreateAndUpdateUF('player') end,
-		},
-		yOffset = {
-			order = 8,
-			name = L['Y Offset'],
-			type = 'range',
-			disabled = function() return not E.db.unitframe.units.player.classbar.offset end,
-			min = -E.screenheight, max = E.screenheight, step = 1,
-			get = function(info) return E.db.unitframe.units.player.classbar.yOffset end,
-			set = function(info, value) E.db.unitframe.units.player.classbar.yOffset = value; UF:CreateAndUpdateUF('player') end,
-		},
-	},
-}
-end
 end

 table.insert(E.SLEConfigs, configTable)
\ No newline at end of file
diff --git a/ElvUI_SLE/modules/unitframes/units/player.lua b/ElvUI_SLE/modules/unitframes/units/player.lua
index faf6b22..c7b11d8 100755
--- a/ElvUI_SLE/modules/unitframes/units/player.lua
+++ b/ElvUI_SLE/modules/unitframes/units/player.lua
@@ -5,10 +5,6 @@ local UF = E:GetModule('UnitFrames');
 local SLE = E:GetModule('SLE');


---Setting the variable for using classbar. Elv's function.
-local CAN_HAVE_CLASSBAR = (E.myclass == "PALADIN" or E.myclass == "DRUID" or E.myclass == "DEATHKNIGHT" or E.myclass == "WARLOCK" or E.myclass == "PRIEST" or E.myclass == "MONK" or E.myclass == 'MAGE')
-
---Function to move damn combat indicator to topright part of the frame. Maybe i should create an option to make it placeble everywhere.
 function UF:Update_CombatIndicator()
 	local CombatText = ElvUF_Player.Combat
 	if E.db.sle.combatico.pos == "NONE" then
@@ -21,1116 +17,10 @@ function UF:Update_CombatIndicator()
 	SLE:UnregisterEvent("PLAYER_REGEN_DISABLED")
 end

-UF.Update_PlayerFrameSLE = UF.Update_PlayerFrame
-function UF:Update_PlayerFrame(frame, db)
-	UF:Update_PlayerFrameSLE(frame, db)
-	if not E.db.unitframe.units.player.classbar.offset then return end --Checking for offset option enabled
-	frame.db = db
-
-	if frame.Portrait then
-		frame.Portrait:Hide()
-		frame.Portrait:ClearAllPoints()
-		frame.Portrait.backdrop:Hide()
-	end
-	frame.Portrait = db.portrait.style == '2D' and frame.Portrait2D or frame.Portrait3D
-	frame:RegisterForClicks(self.db.targetOnMouseDown and 'AnyDown' or 'AnyUp')
-	local BORDER = E.Border
-	local SPACING = E.Spacing
-	local SHADOW_SPACING = E.PixelMode and 3 or 4
-	local UNIT_WIDTH = db.width
-	local UNIT_HEIGHT = db.height
-
-	local USE_POWERBAR = db.power.enable
-	--local USE_MINI_POWERBAR = db.power.width ~= 'fill' and USE_POWERBAR
-	local USE_INSET_POWERBAR = db.power.width == 'inset' and USE_POWERBAR
-	local USE_MINI_POWERBAR = db.power.width == 'spaced' and USE_POWERBAR
-	local USE_POWERBAR_OFFSET = db.power.offset ~= 0 and USE_POWERBAR
-	local POWERBAR_OFFSET = db.power.offset
-	local POWERBAR_HEIGHT = db.power.height
-	local POWERBAR_WIDTH = db.width - (BORDER*2)
-
-	local USE_CLASSBAR = db.classbar.enable and CAN_HAVE_CLASSBAR
-	local USE_MINI_CLASSBAR = db.classbar.fill == "spaced" and USE_CLASSBAR
-	local CLASSBAR_HEIGHT = db.classbar.height
-	local CLASSBAR_WIDTH = db.width - (BORDER*2)
-
-	local USE_PORTRAIT = db.portrait.enable
-	local USE_PORTRAIT_OVERLAY = db.portrait.overlay and USE_PORTRAIT
-	local PORTRAIT_WIDTH = db.portrait.width
-
-	local unit = self.unit
-
-	frame.colors = ElvUF.colors
-	frame:Size(UNIT_WIDTH, UNIT_HEIGHT)
-	_G[frame:GetName()..'Mover']:Size(frame:GetSize())
-	--[[
-	--Power Text
-	if E.db.unitframe.units.player.fixTo == "power" then
-		local x, y = self:GetPositionOffset(db.power.position)
-		power.value:ClearAllPoints()
-		power.value:Point(db.power.position, frame.Power, db.power.position, x, y)
-		frame:Tag(power.value, db.power.text_format)
-	end
-	]]
-
-	--All this crap is needed to be copied from Elv's player.lua to avoid graphical bugs
-	--Adjust some variables
-	do
-		if not USE_POWERBAR then
-			POWERBAR_HEIGHT = 0
-		end
-
-		if USE_PORTRAIT_OVERLAY or not USE_PORTRAIT then
-			PORTRAIT_WIDTH = 0
-		end
-
-		if USE_PORTRAIT then
-			CLASSBAR_WIDTH = (UNIT_WIDTH - (BORDER*2)) - PORTRAIT_WIDTH
-		end
-
-		if USE_POWERBAR_OFFSET then
-			CLASSBAR_WIDTH = CLASSBAR_WIDTH - POWERBAR_OFFSET
-		end
-
-		if USE_MINI_POWERBAR then
-			POWERBAR_WIDTH = POWERBAR_WIDTH / 2
-		end
-	end
-	--End of needed copy.
-	local mini_classbarY = 0
-	if USE_MINI_CLASSBAR then
-		mini_classbarY = -(SPACING+(CLASSBAR_HEIGHT/2))
-	end
-
-	--Threat
-	do
-		local threat = frame.Threat
-
-		if db.threatStyle ~= 'NONE' and db.threatStyle ~= nil then
-			if not frame:IsElementEnabled('Threat') then
-				frame:EnableElement('Threat')
-			end
-
-			if db.threatStyle == "GLOW" then
-				threat:SetFrameStrata('BACKGROUND')
-				threat.glow:ClearAllPoints()
-				threat.glow:SetBackdropBorderColor(0, 0, 0, 0)
-				threat.glow:Point("TOPLEFT", -SHADOW_SPACING, SHADOW_SPACING+mini_classbarY)
-				threat.glow:Point("TOPRIGHT", SHADOW_SPACING, SHADOW_SPACING+mini_classbarY)
-
-				if USE_MINI_POWERBAR then
-					threat.glow:Point("BOTTOMLEFT", -SHADOW_SPACING, -SHADOW_SPACING + (POWERBAR_HEIGHT/2))
-					threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING, -SHADOW_SPACING + (POWERBAR_HEIGHT/2))
-				else
-					threat.glow:Point("BOTTOMLEFT", -SHADOW_SPACING, -SHADOW_SPACING)
-					threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING, -SHADOW_SPACING)
-				end
-
-				if USE_POWERBAR_OFFSET then
-					threat.glow:Point("TOPRIGHT", SHADOW_SPACING-POWERBAR_OFFSET, SHADOW_SPACING+mini_classbarY)
-					threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING-POWERBAR_OFFSET, -SHADOW_SPACING)
-
-					if USE_PORTRAIT == true and not USE_PORTRAIT_OVERLAY then
-						threat.glow:Point("BOTTOMLEFT", frame.Portrait.backdrop, "BOTTOMLEFT", -4, -4)
-					else
-						threat.glow:Point("BOTTOMLEFT", frame.Health, "BOTTOMLEFT", -5, -5)
-					end
-					threat.glow:Point("BOTTOMRIGHT", frame.Health, "BOTTOMRIGHT", 5, -5)
-				end
-			elseif db.threatStyle == "ICONTOPLEFT" or db.threatStyle == "ICONTOPRIGHT" or db.threatStyle == "ICONBOTTOMLEFT" or db.threatStyle == "ICONBOTTOMRIGHT" or db.threatStyle == "ICONTOP" or db.threatStyle == "ICONBOTTOM" or db.threatStyle == "ICONLEFT" or db.threatStyle == "ICONRIGHT" then
-				threat:SetFrameStrata('HIGH')
-				local point = db.threatStyle
-				point = point:gsub("ICON", "")
-
-				threat.texIcon:ClearAllPoints()
-				threat.texIcon:SetPoint(point, frame.Health, point)
-			end
-		elseif frame:IsElementEnabled('Threat') then
-			frame:DisableElement('Threat')
-		end
-	end
-	--Rest Icon
-	do
-		local rIcon = frame.Resting
-		if db.restIcon then
-			if not frame:IsElementEnabled('Resting') then
-				frame:EnableElement('Resting')
-			end
-		elseif frame:IsElementEnabled('Resting') then
-			frame:DisableElement('Resting')
-			rIcon:Hide()
-		end
-	end
-	--Health
-	do
-		local health = frame.Health
-		health.Smooth = self.db.smoothbars
-
-		--Text
-		local x, y = self:GetPositionOffset(db.health.position)
-		health.value:ClearAllPoints()
-		health.value:Point(db.health.position, health, db.health.position, x + db.health.xOffset, y + db.health.yOffset)
-		frame:Tag(health.value, db.health.text_format)
-
-		--Colors
-		health.colorSmooth = nil
-		health.colorHealth = nil
-		health.colorClass = nil
-		health.colorReaction = nil
-		if self.db['colors'].healthclass ~= true then
-			if self.db['colors'].colorhealthbyvalue == true then
-				health.colorSmooth = true
-			else
-				health.colorHealth = true
-			end
-		else
-			health.colorClass = true
-			health.colorReaction = true
-		end
-
-		--Position
-		health:ClearAllPoints()
-		health:Point("TOPRIGHT", frame, "TOPRIGHT", -BORDER, -BORDER)
-
-		if USE_POWERBAR_OFFSET then
-			health:Point("TOPRIGHT", frame, "TOPRIGHT", -(BORDER+POWERBAR_OFFSET), -BORDER)
-			health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT", BORDER, BORDER+POWERBAR_OFFSET)
-		elseif USE_INSET_POWERBAR then
-			health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT", BORDER, BORDER)
-		elseif USE_MINI_POWERBAR then
-			health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT", BORDER, BORDER + (POWERBAR_HEIGHT/2))
-		else
-			health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT", BORDER, BORDER + POWERBAR_HEIGHT)
-		end
-
-		health.bg:ClearAllPoints()
-		if not USE_PORTRAIT_OVERLAY then
-			health:Point("TOPLEFT", PORTRAIT_WIDTH+BORDER, -BORDER)
-			health.bg:SetParent(health)
-			health.bg:SetAllPoints()
-		else
-			health.bg:Point('BOTTOMLEFT', health:GetStatusBarTexture(), 'BOTTOMRIGHT')
-			health.bg:Point('TOPRIGHT', health)
-			health.bg:SetParent(frame.Portrait.overlay)
-		end
-
-		if USE_CLASSBAR then
-			local DEPTH
-			if USE_MINI_CLASSBAR then
-				DEPTH = -(BORDER)
-			else
-				DEPTH = -(BORDER+SPACING)
-				--DEPTH = -(BORDER+CLASSBAR_HEIGHT+SPACING)
-			end
-
-			if USE_POWERBAR_OFFSET then
-				health:Point("TOPRIGHT", frame, "TOPRIGHT", -(BORDER+POWERBAR_OFFSET), DEPTH)
-			else
-				health:Point("TOPRIGHT", frame, "TOPRIGHT", -BORDER, DEPTH)
-			end
-
-			health:Point("TOPLEFT", frame, "TOPLEFT", PORTRAIT_WIDTH+BORDER, DEPTH)
-		end
-	end
-
-	--Name
-	UF:UpdateNameSettings(frame)
-
-	--PvP
-	do
-		local pvp = frame.PvPText
-		local x, y = self:GetPositionOffset(db.pvp.position)
-		pvp:ClearAllPoints()
-		pvp:Point(db.pvp.position, frame.Health, db.pvp.position, x, y)
-
-		frame:Tag(pvp, db.pvp.text_format)
-	end
-
-	--Power
-	do
-		local power = frame.Power
-		if USE_POWERBAR then
-			if not frame:IsElementEnabled('Power') then
-				frame:EnableElement('Power')
-
-				if frame.DruidAltMana then
-					frame:EnableElement('DruidAltMana')
-				end
-
-				power:Show()
-			end
-
-			power.Smooth = self.db.smoothbars
-
-			--Text
-			local x, y = self:GetPositionOffset(db.power.position)
-			power.value:ClearAllPoints()
-			power.value:Point(db.power.position, frame.Health, db.power.position, x + db.power.xOffset, y + db.power.yOffset)
-			frame:Tag(power.value, db.power.text_format)
-
-			--Colors
-			power.colorClass = nil
-			power.colorReaction = nil
-			power.colorPower = nil
-			if self.db['colors'].powerclass then
-				power.colorClass = true
-				power.colorReaction = true
-			else
-				power.colorPower = true
-			end
-
-			--Position
-			power:ClearAllPoints()
-			if USE_POWERBAR_OFFSET then
-				power:Point("TOPRIGHT", frame.Health, "TOPRIGHT", POWERBAR_OFFSET, -POWERBAR_OFFSET)
-				power:Point("BOTTOMLEFT", frame.Health, "BOTTOMLEFT", POWERBAR_OFFSET, -POWERBAR_OFFSET)
-				power:SetFrameStrata("LOW")
-				power:SetFrameLevel(2)
-			elseif USE_INSET_POWERBAR then
-				power:Height(POWERBAR_HEIGHT - BORDER*2)
-				power:Point("BOTTOMLEFT", frame.Health, "BOTTOMLEFT", BORDER + (BORDER*2), BORDER + (BORDER*2))
-				power:Point("BOTTOMRIGHT", frame.Health, "BOTTOMRIGHT", -(BORDER + (BORDER*2)), BORDER + (BORDER*2))
-				power:SetFrameStrata("MEDIUM")
-				power:SetFrameLevel(frame:GetFrameLevel() + 3)
-			elseif USE_MINI_POWERBAR then
-				power:Width(POWERBAR_WIDTH - BORDER*2)
-				power:Height(POWERBAR_HEIGHT - BORDER*2)
-				power:Point("RIGHT", frame, "BOTTOMRIGHT", -(BORDER*2 + 4), BORDER + (POWERBAR_HEIGHT/2))
-				power:SetFrameStrata("MEDIUM")
-				power:SetFrameLevel(frame:GetFrameLevel() + 3)
-			else
-				power:Point("TOPLEFT", frame.Health.backdrop, "BOTTOMLEFT", BORDER, -(E.PixelMode and 0 or (BORDER + SPACING)))
-				power:Point("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -BORDER, BORDER)
-			end
-		elseif frame:IsElementEnabled('Power') then
-			frame:DisableElement('Power')
-			power:Hide()
-
-			if frame.DruidAltMana then
-				frame:DisableElement('DruidAltMana')
-				frame.DruidAltMana:Hide()
-			end
-		end
-	end
-
-	--Portrait
-	do
-		local portrait = frame.Portrait
-
-		--Set Points
-		if USE_PORTRAIT then
-			if not frame:IsElementEnabled('Portrait') then
-				frame:EnableElement('Portrait')
-			end
-
-			portrait:ClearAllPoints()
-
-			if USE_PORTRAIT_OVERLAY then
-				if db.portrait.style == '3D' then
-					portrait:SetFrameLevel(frame.Health:GetFrameLevel() + 1)
-				end
-				portrait:SetAllPoints(frame.Health)
-				portrait:SetAlpha(0.3)
-				portrait:Show()
-				portrait.backdrop:Hide()
-			else
-				portrait:SetAlpha(1)
-				portrait:Show()
-				portrait.backdrop:Show()
-				if db.portrait.style == '3D' then
-					portrait:SetFrameLevel(frame:GetFrameLevel() + 5)
-				end
-				if USE_MINI_CLASSBAR and USE_CLASSBAR then
-					portrait.backdrop:Point("TOPLEFT", frame, "TOPLEFT", 0, -((CLASSBAR_HEIGHT/2)))
-				else
-					portrait.backdrop:SetPoint("TOPLEFT", frame, "TOPLEFT")
-				end
-
-				if USE_MINI_POWERBAR or USE_POWERBAR_OFFSET or not USE_POWERBAR or USE_INSET_POWERBAR then
-					portrait.backdrop:Point("BOTTOMRIGHT", frame.Health.backdrop, "BOTTOMLEFT", E.PixelMode and 1 or -SPACING, 0)
-				else
-					portrait.backdrop:Point("BOTTOMRIGHT", frame.Power.backdrop, "BOTTOMLEFT", E.PixelMode and 1 or -SPACING, 0)
-				end
-
-				portrait:Point('BOTTOMLEFT', portrait.backdrop, 'BOTTOMLEFT', BORDER, BORDER)
-				portrait:Point('TOPRIGHT', portrait.backdrop, 'TOPRIGHT', -BORDER, -BORDER)
-			end
-		else
-			if frame:IsElementEnabled('Portrait') then
-				frame:DisableElement('Portrait')
-				portrait:Hide()
-				portrait.backdrop:Hide()
-			end
-		end
-	end
-
-	--Auras Disable/Enable
-	--Only do if both debuffs and buffs aren't being used.
-	do
-		if db.debuffs.enable or db.buffs.enable then
-			if not frame:IsElementEnabled('Aura') then
-				frame:EnableElement('Aura')
-			end
-		else
-			if frame:IsElementEnabled('Aura') then
-				frame:DisableElement('Aura')
-			end
-		end
-
-		frame.Buffs:ClearAllPoints()
-		frame.Debuffs:ClearAllPoints()
-	end
-
-	--Buffs
-	do
-		local buffs = frame.Buffs
-		local rows = db.buffs.numrows
-
-		if USE_POWERBAR_OFFSET then
-			buffs:SetWidth(UNIT_WIDTH - POWERBAR_OFFSET)
-		else
-			buffs:SetWidth(UNIT_WIDTH)
-		end
-
-		buffs.forceShow = frame.forceShowAuras
-		buffs.num = db.buffs.perrow * rows
-		buffs.size = db.buffs.sizeOverride ~= 0 and db.buffs.sizeOverride or ((((buffs:GetWidth() - (buffs.spacing*(buffs.num/rows - 1))) / buffs.num)) * rows)
-
-		if db.buffs.sizeOverride and db.buffs.sizeOverride > 0 then
-			buffs:SetWidth(db.buffs.perrow * db.buffs.sizeOverride)
-		end
-
-		local x, y = E:GetXYOffset(db.buffs.anchorPoint)
-		local attachTo = self:GetAuraAnchorFrame(frame, db.buffs.attachTo)
-
-		buffs:Point(E.InversePoints[db.buffs.anchorPoint], attachTo, db.buffs.anchorPoint, x + db.buffs.xOffset, y + db.buffs.yOffset + (E.PixelMode and (db.buffs.anchorPoint:find('TOP') and -1 or 1) or 0))
-		buffs:Height(buffs.size * rows)
-		buffs["growth-y"] = db.buffs.anchorPoint:find('TOP') and 'UP' or 'DOWN'
-		buffs["growth-x"] = db.buffs.anchorPoint == 'LEFT' and 'LEFT' or  db.buffs.anchorPoint == 'RIGHT' and 'RIGHT' or (db.buffs.anchorPoint:find('LEFT') and 'RIGHT' or 'LEFT')
-		buffs.initialAnchor = E.InversePoints[db.buffs.anchorPoint]
-
-		if db.buffs.enable then
-			buffs:Show()
-		else
-			buffs:Hide()
-		end
-	end
-
-	--Debuffs
-	do
-		local debuffs = frame.Debuffs
-		local rows = db.debuffs.numrows
-
-		if USE_POWERBAR_OFFSET then
-			debuffs:SetWidth(UNIT_WIDTH - POWERBAR_OFFSET)
-		else
-			debuffs:SetWidth(UNIT_WIDTH)
-		end
-
-		debuffs.forceShow = frame.forceShowAuras
-		debuffs.num = db.debuffs.perrow * rows
-		debuffs.size = db.debuffs.sizeOverride ~= 0 and db.debuffs.sizeOverride or ((((debuffs:GetWidth() - (debuffs.spacing*(debuffs.num/rows - 1))) / debuffs.num)) * rows)
-
-		if db.debuffs.sizeOverride and db.debuffs.sizeOverride > 0 then
-			debuffs:SetWidth(db.debuffs.perrow * db.debuffs.sizeOverride)
-		end
-
-		local x, y = E:GetXYOffset(db.debuffs.anchorPoint)
-		local attachTo = self:GetAuraAnchorFrame(frame, db.debuffs.attachTo, db.debuffs.attachTo == 'BUFFS' and db.buffs.attachTo == 'DEBUFFS')
-
-		debuffs:Point(E.InversePoints[db.debuffs.anchorPoint], attachTo, db.debuffs.anchorPoint, x + db.debuffs.xOffset, y + db.debuffs.yOffset)
-		debuffs:Height(debuffs.size * rows)
-		debuffs["growth-y"] = db.debuffs.anchorPoint:find('TOP') and 'UP' or 'DOWN'
-		debuffs["growth-x"] = db.debuffs.anchorPoint == 'LEFT' and 'LEFT' or  db.debuffs.anchorPoint == 'RIGHT' and 'RIGHT' or (db.debuffs.anchorPoint:find('LEFT') and 'RIGHT' or 'LEFT')
-		debuffs.initialAnchor = E.InversePoints[db.debuffs.anchorPoint]
-
-		if db.debuffs.enable then
-			debuffs:Show()
-		else
-			debuffs:Hide()
-		end
-	end
-
-	--Castbar
-	do
-		local castbar = frame.Castbar
-		castbar:Width(db.castbar.width - (E.PixelMode and 2 or (BORDER * 2)))
-		castbar:Height(db.castbar.height)
-		castbar.Holder:Width(db.castbar.width + (E.PixelMode and 0 or (BORDER * 2)))
-		castbar.Holder:Height(db.castbar.height + (E.PixelMode and 2 or (BORDER * 2)))
-		castbar.Holder:GetScript('OnSizeChanged')(castbar.Holder)
-
-		--Latency
-		if db.castbar.latency then
-			castbar.SafeZone = castbar.LatencyTexture
-			castbar.LatencyTexture:Show()
-		else
-			castbar.SafeZone = nil
-			castbar.LatencyTexture:Hide()
-		end
-
-		--Icon
-		if db.castbar.icon then
-			castbar.Icon = castbar.ButtonIcon
-			castbar.Icon.bg:Width(db.castbar.height + (E.Border * 2))
-			castbar.Icon.bg:Height(db.castbar.height + (E.Border * 2))
-
-			castbar:Width(db.castbar.width - castbar.Icon.bg:GetWidth() - (E.PixelMode and 1 or 5))
-			castbar.Icon.bg:Show()
-		else
-			castbar.ButtonIcon.bg:Hide()
-			castbar.Icon = nil
-		end
-
-		if db.castbar.spark then
-			castbar.Spark:Show()
-		else
-			castbar.Spark:Hide()
-		end
-
-		if db.castbar.enable and not frame:IsElementEnabled('Castbar') then
-			frame:EnableElement('Castbar')
-		elseif not db.castbar.enable and frame:IsElementEnabled('Castbar') then
-			frame:DisableElement('Castbar')
-		end
-	end
-
-	do
-		--Classbars
-		if E.myclass == "PALADIN" then
-			local bars = frame.HolyPower
-			frame.ClassBar = bars
-			bars:ClearAllPoints()
-
-			local MAX_HOLY_POWER = 5
-
-			if USE_MINI_CLASSBAR then
-				CLASSBAR_WIDTH = CLASSBAR_WIDTH * (MAX_HOLY_POWER - 1) / MAX_HOLY_POWER
-				bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 6), (db.classbar.yOffset or 0))
-				bars:SetFrameStrata("MEDIUM")
-			else
-				bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) + BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING)))
-				bars:SetFrameStrata("LOW")
-			end
-			bars:Width(CLASSBAR_WIDTH)
-			bars:Height(CLASSBAR_HEIGHT - (E.PixelMode and 1 or 4))
-				for i = 1, MAX_HOLY_POWER do
-				bars[i]:SetHeight(bars:GetHeight())
-				bars[i]:SetWidth(E:Scale(bars:GetWidth() - (E.PixelMode and 4 or 2))/MAX_HOLY_POWER)
-				bars[i]:GetStatusBarTexture():SetHorizTile(false)
-				bars[i]:ClearAllPoints()
-				if i == 1 then
-					bars[i]:SetPoint("LEFT", bars)
-				else
-					if USE_MINI_CLASSBAR then
-						bars[i]:Point("LEFT", bars[i-1], "RIGHT", SPACING+(BORDER*2)+2, 0)
-					else
-						bars[i]:Point("LEFT", bars[i-1], "RIGHT", 1, 0)
-					end
-				end
-
-				if not USE_MINI_CLASSBAR then
-					bars[i].backdrop:Hide()
-				else
-					bars[i].backdrop:Show()
-				end
-				bars[i]:SetStatusBarColor(unpack(ElvUF.colors.holyPower))
-			end
-
-			if not USE_MINI_CLASSBAR then
-				bars.backdrop:Show()
-			else
-				bars.backdrop:Hide()
-			end
-
-			if USE_CLASSBAR and not frame:IsElementEnabled('HolyPower') then
-				frame:EnableElement('HolyPower')
-				bars:Show()
-			elseif not USE_CLASSBAR and frame:IsElementEnabled('HolyPower') then
-				frame:DisableElement('HolyPower')
-				bars:Hide()
-			end
-		elseif E.myclass == 'PRIEST' then
-			local bars = frame.ShadowOrbs
-			frame.ClassBar = bars
-			bars:ClearAllPoints()
-			if USE_MINI_CLASSBAR then
-				CLASSBAR_WIDTH = CLASSBAR_WIDTH * (PRIEST_BAR_NUM_ORBS - 1) / PRIEST_BAR_NUM_ORBS
-				bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 6), (db.classbar.yOffset or 0))
-				bars:SetFrameStrata("MEDIUM")
-			else
-				bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING)))
-				bars:SetFrameStrata("LOW")
-			end
-
-			bars:Width(CLASSBAR_WIDTH)
-			bars:Height(CLASSBAR_HEIGHT - (E.PixelMode and 1 or 4))
-				for i = 1, PRIEST_BAR_NUM_ORBS do
-				bars[i]:SetHeight(bars:GetHeight())
-				bars[i]:SetWidth((bars:GetWidth() - 2)/PRIEST_BAR_NUM_ORBS)
-				bars[i]:GetStatusBarTexture():SetHorizTile(false)
-				bars[i]:ClearAllPoints()
-				if i == 1 then
-					bars[i]:SetPoint("LEFT", bars)
-				else
-					if USE_MINI_CLASSBAR then
-						bars[i]:Point("LEFT", bars[i-1], "RIGHT", SPACING+(BORDER*2)+8, 0)
-					else
-						bars[i]:Point("LEFT", bars[i-1], "RIGHT", 1, 0)
-					end
-				end
-
-				if not USE_MINI_CLASSBAR then
-					bars[i].backdrop:Hide()
-				else
-					bars[i].backdrop:Show()
-				end
-				bars[i]:SetStatusBarColor(unpack(ElvUF.colors.shadowOrbs))
-			end
-
-			if not USE_MINI_CLASSBAR then
-				bars.backdrop:Show()
-			else
-				bars.backdrop:Hide()
-			end
-
-			if USE_CLASSBAR and not frame:IsElementEnabled('ShadowOrbs') then
-				frame:EnableElement('ShadowOrbs')
-			elseif not USE_CLASSBAR and frame:IsElementEnabled('ShadowOrbs') then
-				frame:DisableElement('ShadowOrbs')
-				bars:Hide()
-			end
-		elseif E.myclass == 'MAGE' then
-			local bars = frame.ArcaneChargeBar
-			frame.ClassBar = bars
-			bars:ClearAllPoints()
-			if USE_MINI_CLASSBAR then
-				CLASSBAR_WIDTH = CLASSBAR_WIDTH * (UF['classMaxResourceBar'][E.myclass] - 1) / UF['classMaxResourceBar'][E.myclass]
-				bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 12), (db.classbar.yOffset or 0))
-				bars:SetFrameStrata("MEDIUM")
-			else
-				bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING)))
-				bars:SetFrameStrata("LOW")
-			end
-
-			bars:Width(CLASSBAR_WIDTH)
-			bars:Height(CLASSBAR_HEIGHT - (E.PixelMode and 1 or 4))
-			local maxBars = UF['classMaxResourceBar'][E.myclass]
-			for i = 1, maxBars do
-				bars[i]:SetHeight(bars:GetHeight())
-				bars[i]:SetWidth((bars:GetWidth() - (maxBars - 1)) / maxBars)
-					bars[i]:GetStatusBarTexture():SetHorizTile(false)
-				bars[i]:ClearAllPoints()
-				if i == 1 then
-					bars[i]:SetPoint("LEFT", bars)
-				else
-					if USE_MINI_CLASSBAR then
-						bars[i]:Point("LEFT", bars[i-1], "RIGHT", SPACING+(BORDER*2)+2, 0)
-					else
-						bars[i]:Point("LEFT", bars[i-1], "RIGHT", 1, 0)
-					end
-				end
-
-				bars[i]:SetStatusBarColor(unpack(ElvUF.colors.arcaneCharges))
-				bars[i].bg:SetTexture(unpack(ElvUF.colors.arcaneCharges))
-
-				if not USE_MINI_CLASSBAR then
-					bars[i].backdrop:Hide()
-				else
-					bars[i].backdrop:Show()
-				end
-			end
-
-			if not USE_MINI_CLASSBAR then
-				bars.backdrop:Show()
-			else
-				bars.backdrop:Hide()
-			end
-				if USE_CLASSBAR and not frame:IsElementEnabled('ArcaneChargeBar') then
-				frame:EnableElement('ArcaneChargeBar')
-			elseif not USE_CLASSBAR and frame:IsElementEnabled('ArcaneChargeBar') then
-				frame:DisableElement('ArcaneChargeBar')
-			end
-		elseif E.myclass == "WARLOCK" then
-			local bars = frame.ShardBar
-			frame.ClassBar = bars
-			bars:ClearAllPoints()
-			if USE_MINI_CLASSBAR then
-				CLASSBAR_WIDTH = CLASSBAR_WIDTH * 2 / 3
-				bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 6), (db.classbar.yOffset or 0))
-				bars:SetFrameStrata("MEDIUM")
-			else
-				bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) + (E.PixelMode and 0 or (BORDER + SPACING)))
-				bars:SetFrameStrata("LOW")
-			end
-			bars:Width(CLASSBAR_WIDTH)
-			bars:Height(CLASSBAR_HEIGHT - (E.PixelMode and 1 or 4))
-
-			if not USE_MINI_CLASSBAR then
-				bars.backdrop:Show()
-			else
-				bars.backdrop:Hide()
-			end
-
-			if USE_CLASSBAR and not frame:IsElementEnabled('ShardBar') then
-				frame:EnableElement('ShardBar')
-			elseif not USE_CLASSBAR and frame:IsElementEnabled('ShardBar') then
-				frame:DisableElement('ShardBar')
-				bars:Hide()
-			end
-		elseif E.myclass == 'MONK' then
-			local bars = frame.Harmony
-			frame.ClassBar = bars
-			bars:ClearAllPoints()
-			if USE_MINI_CLASSBAR then
-				bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 6), (db.classbar.yOffset or 0))
-				bars:SetFrameStrata("MEDIUM")
-			else
-				--bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0))
-				bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING)) )
-				bars:SetFrameStrata("MEDIUM")
-			end
-			bars:Width(CLASSBAR_WIDTH)
-			bars:Height(CLASSBAR_HEIGHT - (E.PixelMode and 1 or 4))
-
-			if not USE_MINI_CLASSBAR then
-				bars.backdrop:Show()
-			else
-				bars.backdrop:Hide()
-			end
-
-			if USE_CLASSBAR and not frame:IsElementEnabled('Harmony') then
-				frame:EnableElement('Harmony')
-				bars:Show()
-			elseif not USE_CLASSBAR and frame:IsElementEnabled('Harmony') then
-				frame:DisableElement('Harmony')
-				bars:Hide()
-			end
-		elseif E.myclass == "DEATHKNIGHT" then
-			local runes = frame.Runes
-			frame.ClassBar = runes
-			runes:ClearAllPoints()
-			if USE_MINI_CLASSBAR then
-				CLASSBAR_WIDTH = CLASSBAR_WIDTH * 4/5
-				runes:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 8), (db.classbar.yOffset or 0))
-				runes:SetFrameStrata("MEDIUM")
-			else
-				runes:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING)))
-				runes:SetFrameStrata("LOW")
-			end
-			runes:Width(CLASSBAR_WIDTH)
-			runes:Height(CLASSBAR_HEIGHT - (BORDER*2))
-
-			for i = 1, 6 do
-				runes[i]:SetHeight(runes:GetHeight())
-				runes[i]:SetWidth(E:Scale(runes:GetWidth() - 5) / 6)
-				if USE_MINI_CLASSBAR then
-					runes[i].backdrop:Show()
-				else
-					runes[i].backdrop:Hide()
-				end
-
-				runes[i]:ClearAllPoints()
-				if i == 1 then
-					runes[i]:SetPoint("LEFT", runes)
-				else
-					if USE_MINI_CLASSBAR then
-						runes[i]:Point("LEFT", runes[i-1], "RIGHT", 1+(BORDER*2)+2, 0)
-					else
-						runes[i]:Point("LEFT", runes[i-1], "RIGHT", 1, 0)
-					end
-				end
-
-				if not USE_MINI_CLASSBAR then
-					runes[i].backdrop:Hide()
-				else
-					runes[i].backdrop:Show()
-				end
-			end
-
-			if not USE_MINI_CLASSBAR then
-				runes.backdrop:Show()
-			else
-				runes.backdrop:Hide()
-			end
-
-			if USE_CLASSBAR and not frame:IsElementEnabled('Runes') then
-				frame:EnableElement('Runes')
-				runes:Show()
-			elseif not USE_CLASSBAR and frame:IsElementEnabled('Runes') then
-				frame:DisableElement('Runes')
-				runes:Hide()
-				RuneFrame.Show = RuneFrame.Hide
-				RuneFrame:Hide()
-			end
-			if runes.UpdateAllRuneTypes then
-				runes.UpdateAllRuneTypes(frame) --colors update
-			end
-		elseif E.myclass == "DRUID" then
-			local eclipseBar = frame.EclipseBar
-			frame.ClassBar = eclipseBar
-			eclipseBar:ClearAllPoints()
-			if not USE_MINI_CLASSBAR then
-				eclipseBar:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING)))
-				eclipseBar:SetFrameStrata("LOW")
-			else
-				CLASSBAR_WIDTH = CLASSBAR_WIDTH * 2/3
-				eclipseBar:Point("LEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +(BORDER*2 + 4), (db.classbar.yOffset or 0))
-				eclipseBar:SetFrameStrata("MEDIUM")
-			end
-				eclipseBar:Width(CLASSBAR_WIDTH)
-			eclipseBar:Height(CLASSBAR_HEIGHT - (BORDER*2))
-
-			--?? Apparent bug fix for the width after in-game settings change
-			eclipseBar.LunarBar:SetMinMaxValues(0, 0)
-			eclipseBar.SolarBar:SetMinMaxValues(0, 0)
-			eclipseBar.LunarBar:SetStatusBarColor(unpack(ElvUF.colors.eclipseBar[1]))
-			eclipseBar.SolarBar:SetStatusBarColor(unpack(ElvUF.colors.eclipseBar[2]))
-			eclipseBar.LunarBar:Size(CLASSBAR_WIDTH, CLASSBAR_HEIGHT - (BORDER*2))
-			eclipseBar.SolarBar:Size(CLASSBAR_WIDTH, CLASSBAR_HEIGHT - (BORDER*2))
-
-			if USE_CLASSBAR and not frame:IsElementEnabled('EclipseBar') then
-				frame:EnableElement('EclipseBar')
-				eclipseBar:Show()
-			elseif not USE_CLASSBAR and frame:IsElementEnabled('EclipseBar') then
-				frame:DisableElement('EclipseBar')
-				eclipseBar:Hide()
-			end
-		end
-	end
-
-	--Stagger
-	do
-		if E.myclass == "MONK" then
-			local stagger = frame.Stagger
-			if db.stagger.enable then
-				if not frame:IsElementEnabled('Stagger') then
-					frame:EnableElement('Stagger')
-				end
-			else
-				if frame:IsElementEnabled('Stagger') then
-					frame:DisableElement('Stagger')
-				end
-			end
-		end
-	end
-
-	--Combat Fade
-	do
-		if db.combatfade and not frame:IsElementEnabled('CombatFade') then
-			frame:EnableElement('CombatFade')
-		elseif not db.combatfade and frame:IsElementEnabled('CombatFade') then
-			frame:DisableElement('CombatFade')
-		end
-	end
-
-	--Debuff Highlight
-	do
-		local dbh = frame.DebuffHighlight
-		if E.db.unitframe.debuffHighlighting then
-			frame:EnableElement('DebuffHighlight')
-		else
-			frame:DisableElement('DebuffHighlight')
-		end
-	end
-
-	--Raid Icon
-	do
-		local RI = frame.RaidIcon
-		if db.raidicon.enable then
-			frame:EnableElement('RaidIcon')
-			RI:Show()
-			RI:Size(db.raidicon.size)
-
-			local x, y = self:GetPositionOffset(db.raidicon.attachTo)
-			RI:ClearAllPoints()
-			RI:Point(db.raidicon.attachTo, frame, db.raidicon.attachTo, x + db.raidicon.xOffset, y + db.raidicon.yOffset)
-		else
-			frame:DisableElement('RaidIcon')
-			RI:Hide()
-		end
-	end
-
-	--OverHealing
-	do
-		local healPrediction = frame.HealPrediction
-		local c = UF.db.colors.healPrediction
-		if db.healPrediction then
-			if not frame:IsElementEnabled('HealPrediction') then
-				frame:EnableElement('HealPrediction')
-			end
-
-			if not USE_PORTRAIT_OVERLAY then
-				healPrediction.myBar:SetParent(frame)
-				healPrediction.otherBar:SetParent(frame)
-				healPrediction.absorbBar:SetParent(frame)
-			else
-				healPrediction.myBar:SetParent(frame.Portrait.overlay)
-				healPrediction.otherBar:SetParent(frame.Portrait.overlay)
-				healPrediction.absorbBar:SetParent(frame.Portrait.overlay)
-			end
-			healPrediction.myBar:SetStatusBarColor(c.personal.r, c.personal.g, c.personal.b, c.personal.a)
-			healPrediction.otherBar:SetStatusBarColor(c.others.r, c.others.g, c.others.b, c.others.a)
-			healPrediction.absorbBar:SetStatusBarColor(c.absorbs.r, c.absorbs.g, c.absorbs.b, c.absorbs.a)
-		else
-			if frame:IsElementEnabled('HealPrediction') then
-				frame:DisableElement('HealPrediction')
-			end
-		end
-	end
-
-	--AuraBars
-	do
-		local auraBars = frame.AuraBars
-
-		if db.aurabar.enable then
-			if not frame:IsElementEnabled('AuraBars') then
-				frame:EnableElement('AuraBars')
-			end
-			auraBars:Show()
-			auraBars.friendlyAuraType = db.aurabar.friendlyAuraType
-			auraBars.enemyAuraType = db.aurabar.enemyAuraType
-
-			local buffColor = UF.db.colors.auraBarBuff
-			local debuffColor = UF.db.colors.auraBarDebuff
-			local attachTo = frame
-
-			if db.aurabar.attachTo == 'BUFFS' then
-				attachTo = frame.Buffs
-			elseif db.aurabar.attachTo == 'DEBUFFS' then
-				attachTo = frame.Debuffs
-			end
-
-			local anchorPoint, anchorTo = 'BOTTOM', 'TOP'
-			if db.aurabar.anchorPoint == 'BELOW' then
-				anchorPoint, anchorTo = 'TOP', 'BOTTOM'
-			end
-
-			local yOffset = 0;
-			if E.PixelMode then
-				if db.aurabar.anchorPoint == 'BELOW' then
-					yOffset = 1;
-				else
-					yOffset = -1;
-				end
-			end
-
-			auraBars.auraBarHeight = db.aurabar.height
-			auraBars:ClearAllPoints()
-			auraBars:SetPoint(anchorPoint..'LEFT', attachTo, anchorTo..'LEFT', (attachTo == frame and anchorTo == 'BOTTOM') and POWERBAR_OFFSET or 0, E.PixelMode and anchorPoint ==  -1 or yOffset)
-			auraBars:SetPoint(anchorPoint..'RIGHT', attachTo, anchorTo..'RIGHT', attachTo == frame and POWERBAR_OFFSET * (anchorTo == 'BOTTOM' and 0 or -1) or 0, E.PixelMode and -1 or yOffset)
-			auraBars.buffColor = {buffColor.r, buffColor.g, buffColor.b}
-			if UF.db.colors.auraBarByType then
-				auraBars.debuffColor = nil;
-				auraBars.defaultDebuffColor = {debuffColor.r, debuffColor.g, debuffColor.b}
-			else
-				auraBars.debuffColor = {debuffColor.r, debuffColor.g, debuffColor.b}
-				auraBars.defaultDebuffColor = nil;
-			end
-			auraBars.down = db.aurabar.anchorPoint == 'BELOW'
-
-			if db.aurabar.sort == 'TIME_REMAINING' then
-				auraBars.sort = true --default function
-			elseif db.aurabar.sort == 'TIME_REMAINING_REVERSE' then
-				auraBars.sort = UF.SortAuraBarReverse
-			elseif db.aurabar.sort == 'TIME_DURATION' then
-				auraBars.sort = UF.SortAuraBarDuration
-			elseif db.aurabar.sort == 'TIME_DURATION_REVERSE' then
-				auraBars.sort = UF.SortAuraBarDurationReverse
-			elseif db.aurabar.sort == 'NAME' then
-				auraBars.sort = UF.SortAuraBarName
-			else
-				auraBars.sort = nil
-			end
-
-			auraBars:SetAnchors()
-		else
-			if frame:IsElementEnabled('AuraBars') then
-				frame:DisableElement('AuraBars')
-				auraBars:Hide()
-			end
-		end
-	end
-
-	if db.customTexts then
-		local customFont = UF.LSM:Fetch("font", UF.db.font)
-		for objectName, _ in pairs(db.customTexts) do
-			if not frame[objectName] then
-				frame[objectName] = frame.RaisedElementParent:CreateFontString(nil, 'OVERLAY')
-			end
-
-			local objectDB = db.customTexts[objectName]
-
-			if objectDB.font then
-				customFont = UF.LSM:Fetch("font", objectDB.font)
-			end
-
-			frame[objectName]:FontTemplate(customFont, objectDB.size or UF.db.fontSize, objectDB.fontOutline or UF.db.fontOutline)
-			frame:Tag(frame[objectName], objectDB.text_format or '')
-			frame[objectName]:SetJustifyH(objectDB.justifyH or 'CENTER')
-			frame[objectName]:ClearAllPoints()
-			frame[objectName]:SetPoint(objectDB.justifyH or 'CENTER', frame, 'CENTER', objectDB.xOffset, objectDB.yOffset)
-		end
-	end
-
-	if UF.db.colors.transparentHealth then
-		UF:ToggleTransparentStatusBar(true, frame.Health, frame.Health.bg)
-	else
-		UF:ToggleTransparentStatusBar(false, frame.Health, frame.Health.bg, (USE_PORTRAIT and USE_PORTRAIT_OVERLAY) ~= true)
-	end
-
-	if UF.db.colors.transparentPower then
-		UF:ToggleTransparentStatusBar(true, frame.Power, frame.Power.bg)
-	else
-		UF:ToggleTransparentStatusBar(false, frame.Power, frame.Power.bg, true)
-	end
-
-	E:SetMoverSnapOffset(frame:GetName()..'Mover', -(12 + db.castbar.height))
-
-
-	frame:UpdateAllElements()
-end
-
 UF.UpdatePlayerFrameAnchorsSLE = UF.UpdatePlayerFrameAnchors
 function UF:UpdatePlayerFrameAnchors(frame, isShown)
 	UF:UpdatePlayerFrameAnchorsSLE(frame, isShown)

-	if E.db.sle == nil then E.db.sle = {} end
-
-	local db = E.db['unitframe']['units'].player
-	local health = frame.Health
-	local threat = frame.Threat
-	local power = frame.Power
-	local stagger = frame.Stagger
-	local PORTRAIT_WIDTH = db.portrait.width
-	local USE_PORTRAIT = db.portrait.enable
-	local USE_PORTRAIT_OVERLAY = db.portrait.overlay and USE_PORTRAIT
-	local CLASSBAR_HEIGHT = db.classbar.height
-	local USE_CLASSBAR = db.classbar.enable
-	local USE_MINI_CLASSBAR = db.classbar.fill == "spaced" and USE_CLASSBAR
-	local USE_POWERBAR = db.power.enable
-	local USE_INSET_POWERBAR = db.power.width == 'inset' and USE_POWERBAR
-	local USE_MINI_POWERBAR = db.power.width == 'spaced' and USE_POWERBAR
-	local USE_POWERBAR_OFFSET = db.power.offset ~= 0 and USE_POWERBAR
-	local POWERBAR_OFFSET = db.power.offset
-	local POWERBAR_HEIGHT = db.power.height
-	local SPACING = E.Spacing;
-	local BORDER = E.Border;
-	local SHADOW_SPACING = E.PixelMode and 3 or 4
-	local USE_STAGGER = stagger and stagger:IsShown();
-	local STAGGER_WIDTH = USE_STAGGER and (db.stagger.width + (BORDER*2)) or 0;
---[[
-	if E.db.unitframe.units.player.classbar.offset then
-		local DEPTH
-		if USE_MINI_CLASSBAR then
-			DEPTH = -(E:Scale(2)+(CLASSBAR_HEIGHT/2))
-		else
-			DEPTH = -(E:Scale(2))
-		end
-
-		if not USE_MINI_CLASSBAR and (USE_PORTRAIT and not USE_PORTRAIT_OVERLAY) then
-			health:Point("TOPLEFT", frame, "TOPLEFT", PORTRAIT_WIDTH + 2, DEPTH)
-		end
-	end]]
-	if E.db.unitframe.units.player.classbar.offset then
-		if not USE_POWERBAR then
-			POWERBAR_HEIGHT = 0
-		end
-
-		if USE_PORTRAIT_OVERLAY or not USE_PORTRAIT then
-			PORTRAIT_WIDTH = 0
-		end
-
-		if USE_MINI_CLASSBAR then
-			CLASSBAR_HEIGHT = CLASSBAR_HEIGHT / 2
-		end
-		if isShown then
-			if db.power.offset ~= 0 then
-				health:Point("TOPRIGHT", frame, "TOPRIGHT", -(BORDER+db.power.offset) - STAGGER_WIDTH, -(BORDER + SPACING))
-			else
-				health:Point("TOPRIGHT", frame, "TOPRIGHT", -BORDER - STAGGER_WIDTH, -(BORDER + SPACING))
-			end
-			health:Point("TOPLEFT", frame, "TOPLEFT", PORTRAIT_WIDTH + BORDER, -(BORDER + SPACING))
-
-			local mini_classbarY = 0
-			if USE_MINI_CLASSBAR then
-				mini_classbarY = -(SPACING+(CLASSBAR_HEIGHT))
-			end
-
-			if db.threatStyle == "GLOW" then
-				threat.glow:Point("TOPLEFT", -SHADOW_SPACING, SHADOW_SPACING+mini_classbarY)
-				threat.glow:Point("TOPRIGHT", SHADOW_SPACING, SHADOW_SPACING+mini_classbarY)
-
-				if USE_MINI_POWERBAR then
-					threat.glow:Point("BOTTOMLEFT", -SHADOW_SPACING, -SHADOW_SPACING + (POWERBAR_HEIGHT/2))
-					threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING, -SHADOW_SPACING + (POWERBAR_HEIGHT/2))
-				else
-					threat.glow:Point("BOTTOMLEFT", -SHADOW_SPACING, -SHADOW_SPACING)
-					threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING, -SHADOW_SPACING)
-				end
-
-				if USE_POWERBAR_OFFSET then
-					threat.glow:Point("TOPRIGHT", SHADOW_SPACING-POWERBAR_OFFSET, SHADOW_SPACING+mini_classbarY)
-					threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING-POWERBAR_OFFSET, -SHADOW_SPACING)
-				end
-			end
-
-
-			if db.portrait.enable and not USE_PORTRAIT_OVERLAY then
-				local portrait = frame.Portrait
-				portrait.backdrop:ClearAllPoints()
-				if USE_MINI_CLASSBAR and USE_CLASSBAR then
-					portrait.backdrop:Point("TOPLEFT", frame, "TOPLEFT", 0, -(CLASSBAR_HEIGHT + SPACING))
-				else
-					portrait.backdrop:SetPoint("TOPLEFT", frame, "TOPLEFT")
-				end
-
-				if USE_MINI_POWERBAR or USE_POWERBAR_OFFSET or USE_INSET_POWERBAR or not USE_POWERBAR or USE_INSET_POWERBAR then
-					portrait.backdrop:Point("BOTTOMRIGHT", frame.Health.backdrop, "BOTTOMLEFT", E.PixelMode and 1 or -SPACING, 0)
-				else
-					portrait.backdrop:Point("BOTTOMRIGHT", frame.Power.backdrop, "BOTTOMLEFT", E.PixelMode and 1 or -SPACING, 0)
-				end
-			end
-
-		else
-			if db.power.offset ~= 0 then
-				health:Point("TOPRIGHT", frame, "TOPRIGHT", -(BORDER + db.power.offset) - STAGGER_WIDTH, -BORDER)
-			else
-				health:Point("TOPRIGHT", frame, "TOPRIGHT", -BORDER - STAGGER_WIDTH, -BORDER)
-			end
-			health:Point("TOPLEFT", frame, "TOPLEFT", PORTRAIT_WIDTH + BORDER, -BORDER)
-
-			if db.threatStyle == "GLOW" then
-				threat.glow:Point("TOPLEFT", -SHADOW_SPACING, SHADOW_SPACING)
-				threat.glow:Point("TOPRIGHT", SHADOW_SPACING, SHADOW_SPACING)
-
-				if USE_MINI_POWERBAR then
-					threat.glow:Point("BOTTOMLEFT", -SHADOW_SPACING, -SHADOW_SPACING + (POWERBAR_HEIGHT/2))
-					threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING, -SHADOW_SPACING + (POWERBAR_HEIGHT/2))
-				else
-					threat.glow:Point("BOTTOMLEFT", -SHADOW_SPACING, -SHADOW_SPACING)
-					threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING, -SHADOW_SPACING)
-				end
-
-				if USE_POWERBAR_OFFSET then
-					threat.glow:Point("TOPRIGHT", SHADOW_SPACING-POWERBAR_OFFSET, SHADOW_SPACING)
-					threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING-POWERBAR_OFFSET, -SHADOW_SPACING)
-				end
-			end
-
-			if db.portrait.enable and not USE_PORTRAIT_OVERLAY and frame.Portrait then
-				local portrait = frame.Portrait
-				portrait.backdrop:ClearAllPoints()
-				portrait.backdrop:Point("TOPLEFT", frame, "TOPLEFT")
-
-				if USE_MINI_POWERBAR or USE_POWERBAR_OFFSET or not USE_POWERBAR or USE_INSET_POWERBAR then
-					portrait.backdrop:Point("BOTTOMRIGHT", frame.Health.backdrop, "BOTTOMLEFT", E.PixelMode and 1 or -SPACING, 0)
-				else
-					portrait.backdrop:Point("BOTTOMRIGHT", frame.Power.backdrop, "BOTTOMLEFT", E.PixelMode and 1 or -SPACING, 0)
-				end
-			end
-		end
-	end
 	if E.myclass == "DRUID" then
 		UF:EclipseTextSLE()
 	end