local SLE, T, E, L, V, P, G = unpack(select(2, ...)) local SUF = SLE.UnitFrames function SUF:Configure_Health(frame) if not frame or not frame.Health then return end local health = frame.Health local db = E.db.sle.shadows local offset = (E.PixelMode and db.unitframes.size) or (db.unitframes.size + 1) if not SUF.CreatedShadows[health.backdrop.enhshadow] then health.backdrop.enhshadow = frame:CreateShadow(4, true) SUF.CreatedShadows[health.backdrop.enhshadow] = true end health.backdrop.enhshadow:SetFrameLevel(health.backdrop:GetFrameLevel()) if frame.SLLEGACY_ENHSHADOW then health.backdrop.enhshadow:SetFrameStrata('BACKGROUND') else health.backdrop.enhshadow:SetFrameStrata(health.backdrop:GetFrameStrata()) end health.backdrop.enhshadow:SetOutside(frame.TargetGlow, offset-E.Border-3, offset-E.Border-3, nil, true) health.backdrop.enhshadow:SetBackdrop({ edgeFile = E.LSM:Fetch('border', 'ElvUI GlowBorder'), edgeSize = db.unitframes.size > 2 and db.unitframes.size or 2, -- insets = {left = E:Scale(5), right = E:Scale(5), top = E:Scale(5), bottom = E:Scale(5)}, --! Don't see a need for this }) SUF:UpdateShadowColor(health.backdrop.enhshadow) if frame.SLHEALTH_ENHSHADOW then health.backdrop.enhshadow:Show() else health.backdrop.enhshadow:Hide() end end