local E, L, V, P, G = unpack(ElvUI)
local NP = E:GetModule('NamePlates')
local UF = E:GetModule('UnitFrames')
local LSM = E.Libs.LSM
local ElvUF = E.oUF

local _G = _G
local pcall, hooksecurefunc = pcall, hooksecurefunc
local next, strsplit, tonumber = next, strsplit, tonumber
local pairs, wipe, tinsert = pairs, wipe, tinsert

local CreateFrame = CreateFrame
local IsInInstance = IsInInstance
local IsResting = IsResting
local UIParent = UIParent
local UnitClass = UnitClass
local UnitClassification = UnitClassification
local UnitCreatureType = UnitCreatureType
local UnitFactionGroup = UnitFactionGroup
local UnitGUID = UnitGUID
local UnitIsBattlePet = UnitIsBattlePet
local UnitIsEnemy = UnitIsEnemy
local UnitIsFriend = UnitIsFriend
local UnitIsGameObject = UnitIsGameObject
local UnitIsPlayer = UnitIsPlayer
local UnitIsPVPSanctuary = UnitIsPVPSanctuary
local UnitName = UnitName
local UnitReaction = UnitReaction
local UnitWidgetSet = UnitWidgetSet

local UnitNameplateShowsWidgetsOnly = UnitNameplateShowsWidgetsOnly

local C_NamePlate_GetNamePlateForUnit = C_NamePlate.GetNamePlateForUnit
local C_NamePlate_SetNamePlateEnemySize = C_NamePlate.SetNamePlateEnemySize
local C_NamePlate_SetNamePlateFriendlySize = C_NamePlate.SetNamePlateFriendlySize
local C_NamePlate_SetNamePlateSelfSize = C_NamePlate.SetNamePlateSelfSize
local C_NamePlate_GetNamePlates = C_NamePlate.GetNamePlates

local GetCVarDefault = C_CVar.GetCVarDefault
local GetCVar = C_CVar.GetCVar

local POWERTYPE_ALTERNATE = Enum.PowerType.Alternate or 10

local Blacklist = {
	PLAYER = { enable = true, health = { enable = true }, },
	ENEMY_PLAYER = { enable = true, health = { enable = true }, },
	FRIENDLY_PLAYER = { enable = true, health = { enable = true }, },
	ENEMY_NPC = { enable = true, health = { enable = true }, },
	FRIENDLY_NPC = { enable = true, health = { enable = true }, },
}

function NP:ResetAuraPriority()
	for unitType, content in pairs(E.db.nameplates.units) do
		local default = P.nameplates.units[unitType]
		if default then
			local buffs = content.buffs
			if buffs and buffs.filters then
				buffs.filters.priority = default.buffs.filters.priority
			end

			local debuffs = content.debuffs
			if debuffs and debuffs.filters then
				debuffs.filters.priority = default.debuffs.filters.priority
			end

			for key in next, E.AuraDefaults do
				if buffs then
					buffs[key] = default.buffs[key]
				end

				if debuffs then
					debuffs[key] = default.debuffs[key]
				end
			end
		end
	end
end

function NP:ResetSettings(unit)
	E:CopyTable(NP.db.units[unit], P.nameplates.units[unit])
end

function NP:CopySettings(from, to)
	if from == to then
		E:Print(L["You cannot copy settings from the same unit."])
		return
	end

	E:CopyTable(NP.db.units[to], E:FilterTableFromBlacklist(NP.db.units[from], Blacklist[to]))
end

do
	local empty = {}
	function NP:PlateDB(nameplate)
		return (nameplate and NP.db.units[nameplate.frameType]) or empty
	end
end

function NP:CVarReset()
	-- not in options
	E:SetCVar('nameplateSelfAlpha', 1)
	E:SetCVar('nameplateMinScaleDistance', 0)
	E:SetCVar('nameplateMaxScaleDistance', 40)
	E:SetCVar('nameplateTargetBehindMaxDistance', 40)
	E:SetCVar('nameplateMaxAlphaDistance', GetCVarDefault('nameplateMaxAlphaDistance'))
	E:SetCVar('nameplateMinAlphaDistance', GetCVarDefault('nameplateMinAlphaDistance'))
	E:SetCVar('nameplateOccludedAlphaMult', GetCVarDefault('nameplateOccludedAlphaMult'))
	E:SetCVar('nameplateOtherAtBase', GetCVarDefault('nameplateOtherAtBase'))

	-- listed in options
	E:SetCVar('nameplateMaxAlpha', 1)
	E:SetCVar('nameplateMaxScale', 1)
	E:SetCVar('nameplateMinAlpha', 1)
	E:SetCVar('nameplateMinScale', 1)
	E:SetCVar('nameplateLargerScale', 1)
	E:SetCVar('nameplateSelectedAlpha', 1)
	E:SetCVar('nameplateSelectedScale', 1)
	E:SetCVar('nameplatePlayerLargerScale', 1.8)

	if not E.Retail then
		-- listed in options
		E:SetCVar('nameplateNotSelectedAlpha', 1)

		-- not in options
		E:SetCVar('nameplateSelfScale', 1)
		E:SetCVar('nameplateGlobalScale', 1)
		E:SetCVar('NamePlateHorizontalScale', 1)
		E:SetCVar('nameplateClassResourceTopInset', GetCVarDefault('nameplateClassResourceTopInset'))
		E:SetCVar('nameplateLargeBottomInset', GetCVarDefault('nameplateLargeBottomInset'))
		E:SetCVar('nameplateLargeTopInset', GetCVarDefault('nameplateLargeTopInset'))
		E:SetCVar('nameplateMotionSpeed', GetCVarDefault('nameplateMotionSpeed'))
		E:SetCVar('nameplateResourceOnTarget', GetCVarDefault('nameplateResourceOnTarget'))
		E:SetCVar('nameplateSelfBottomInset', GetCVarDefault('nameplateSelfBottomInset'))
		E:SetCVar('nameplateSelfTopInset', GetCVarDefault('nameplateSelfTopInset'))
	end
end

function NP:ToggleCVar(cvar, enabled)
	E:SetCVar(cvar, enabled and 1 or 0)
end

function NP:CombatCVar(cvar, option, switch)
	if option == 'TOGGLE_ON' then
		E:SetCVar(cvar, switch and 1 or 0)
	elseif option == 'TOGGLE_OFF' then
		E:SetCVar(cvar, switch and 0 or 1)
	end
end

function NP:SetCVars()
	local db = NP.db

	if not E.Retail then
		if db.clampToScreen then
			E:SetCVar('nameplateOtherTopInset', 0.08)
			E:SetCVar('nameplateOtherBottomInset', 0.1)
			E:SetCVar('clampTargetNameplateToScreen', 1)
		elseif GetCVar('nameplateOtherTopInset') == '0.08' and GetCVar('nameplateOtherBottomInset') == '0.1' then
			E:SetCVar('nameplateOtherTopInset', -1)
			E:SetCVar('nameplateOtherBottomInset', -1)
			E:SetCVar('clampTargetNameplateToScreen', 0)
		end
	end

	if E.Retail then
		NP:ToggleCVar('nameplateUseClassColorForFriendlyPlayerUnitNames', db.classColorNames)
	elseif E.TBC or E.Wrath or E.Mists then
		E:SetCVar('nameplateMaxDistance', db.loadDistance)
	end

	-- The order of these is important !!
	local visibility = db.visibility
	NP:ToggleCVar('nameplateShowAll', visibility.showAll)
	NP:ToggleCVar(E.Retail and 'nameplateShowOnlyNameForFriendlyPlayerUnits' or 'nameplateShowOnlyNames', visibility.showOnlyNames)

	local enemyVisibility = visibility.enemy
	NP:ToggleCVar('nameplateShowEnemyMinions', enemyVisibility.minions)
	NP:ToggleCVar('nameplateShowEnemyGuardians', enemyVisibility.guardians)
	NP:ToggleCVar('nameplateShowEnemyMinus', enemyVisibility.minus)
	NP:ToggleCVar('nameplateShowEnemyPets', enemyVisibility.pets)
	NP:ToggleCVar('nameplateShowEnemyTotems', enemyVisibility.totems)

	local friendlyVisibility = visibility.friendly
	NP:ToggleCVar('nameplateShowFriendlyNPCs', friendlyVisibility.npcs)
	NP:ToggleCVar(E.Retail and 'nameplateShowFriendlyPlayerMinions' or 'nameplateShowFriendlyMinions', friendlyVisibility.minions)
	NP:ToggleCVar(E.Retail and 'nameplateShowFriendlyPlayerGuardians' or 'nameplateShowFriendlyGuardians', friendlyVisibility.guardians)
	NP:ToggleCVar(E.Retail and 'nameplateShowFriendlyPlayerPets' or 'nameplateShowFriendlyPets', friendlyVisibility.pets)
	NP:ToggleCVar(E.Retail and 'nameplateShowFriendlyPlayerTotems' or 'nameplateShowFriendlyTotems', friendlyVisibility.totems)

	local playerDB = db.units.PLAYER
	local playerVisibility = playerDB.visibility
	E:SetCVar('NameplatePersonalHideDelayAlpha', playerVisibility.alphaDelay)
	E:SetCVar('NameplatePersonalHideDelaySeconds', playerVisibility.hideDelay)

	NP:ToggleCVar('NameplatePersonalShowAlways', playerVisibility.showAlways)
	NP:ToggleCVar('NameplatePersonalShowInCombat', playerVisibility.showInCombat)
	NP:ToggleCVar('NameplatePersonalShowWithTarget', playerVisibility.showWithTarget)

	NP:ToggleCVar('nameplateShowSelf', not (playerDB.useStaticPosition or not playerDB.enable))

	-- Blizzard bug resets them after reload
	E:SetCVar('nameplateOverlapH', db.overlapH)
	E:SetCVar('nameplateOverlapV', db.overlapV)

	-- 10.1 things
	E:SetCVar('nameplatePlayerMaxDistance', 60)
end

function NP:PLAYER_REGEN_DISABLED()
	NP:CombatCVar('nameplateShowFriends', NP.db.showFriendlyCombat, true)
	NP:CombatCVar('nameplateShowEnemies', NP.db.showEnemyCombat, true)
end

function NP:PLAYER_REGEN_ENABLED()
	NP:CombatCVar('nameplateShowFriends', NP.db.showFriendlyCombat)
	NP:CombatCVar('nameplateShowEnemies', NP.db.showEnemyCombat)
end

function NP:Style(unit)
	local plate = self:GetParent()
	local frameName = self:GetName()
	self.frameName = frameName
	self.blizzPlate = plate.UnitFrame
	self.isNamePlate = true -- used in auraskip

	if frameName == 'ElvNP_Player' then
		NP.PlayerFrame = self
	elseif frameName == 'ElvNP_TestFrame' then
		NP.TestFrame = self
	end

	if frameName == 'ElvNP_TargetClassPower' then
		NP:StyleTargetPlate(self, unit)
	else
		NP:StylePlate(self, unit)
	end

	return self
end

function NP:Construct_StackingBounds(nameplate)
	local element = CreateFrame('Frame', '$parent_StackingBounds', nameplate)
	element:SetAllPoints()

	-- little magic (part one): SetStackingBoundsFrame needs it
	local stacking = element:CreateTexture()
	stacking:SetColorTexture(1, 0, 0, 0)
	stacking:SetAllPoints(element)

	-- little magic (part two): fixes fps drops with stacking
	local plate = nameplate:GetParent()
	if plate and plate.SetStackingBoundsFrame then
		plate:SetStackingBoundsFrame(element)
	end

	return element
end

function NP:Construct_RaisedELement(nameplate)
	local element = CreateFrame('Frame', '$parent_RaisedElement', nameplate)
	element:EnableMouse(false)
	element:SetFrameLevel(10)
	element:SetAllPoints()

	element.frameName = element:GetName()

	return element
end

function NP:Construct_ClassPowerTwo(nameplate)
	if nameplate ~= NP.TestFrame then
		if E.myclass == 'DEATHKNIGHT' then
			nameplate.Runes = NP:Construct_Runes(nameplate)
		elseif E.myclass == 'MONK' and E.Retail then
			nameplate.Stagger = NP:Construct_Stagger(nameplate)
		end
	end
end

function NP:Update_ClassPowerTwo(nameplate)
	if nameplate ~= NP.TestFrame then
		if E.myclass == 'DEATHKNIGHT' then
			NP:Update_Runes(nameplate)
		elseif E.myclass == 'MONK' and E.Retail then
			NP:Update_Stagger(nameplate)
		end
	end
end

function NP:StyleTargetPlate(nameplate)
	nameplate:SetScale(E.Retail and 1 or E.uiscale)
	nameplate:ClearAllPoints()
	nameplate:Point('CENTER')
	nameplate:Size(NP.db.clickSize.personalWidth, NP.db.clickSize.personalHeight)

	nameplate.StackingBounds = NP:Construct_StackingBounds(nameplate)
	nameplate.RaisedElement = NP:Construct_RaisedELement(nameplate)
	nameplate.ClassPower = NP:Construct_ClassPower(nameplate)

	NP:Construct_ClassPowerTwo(nameplate)
end

function NP:UpdateTargetPlate(nameplate)
	NP:Update_ClassPower(nameplate)
	NP:Update_ClassPowerTwo(nameplate)

	nameplate:UpdateAllElements('OnShow')
end

function NP:ScalePlate(nameplate, scale, targetPlate)
	local mult = (E.Retail or (nameplate == NP.PlayerFrame or nameplate == NP.TestFrame)) and 1 or E.uiscale
	if targetPlate and NP.targetPlate then
		NP.targetPlate:SetScale(mult)
		NP.targetPlate = nil
	end

	if not nameplate then return end
	nameplate:SetScale(scale * mult)

	if targetPlate then
		NP.targetPlate = nameplate
	end
end

function NP:PostUpdateAllElements(event)
	if self == NP.TestFrame or self.widgetsOnly then return end -- skip test and widget plates

	if event == 'NAME_PLATE_UNIT_ADDED' and self.isTarget then
		NP:SetupTarget(self)
	end
end

function NP:StylePlate(nameplate)
	nameplate:SetScale(E.Retail and 1 or E.uiscale)
	nameplate:ClearAllPoints()
	nameplate:Point('CENTER')

	nameplate.blizzAuras = { BuffList = {}, DebuffList = {}, CrowdControlList = {} }

	nameplate.StackingBounds = NP:Construct_StackingBounds(nameplate)
	nameplate.RaisedElement = NP:Construct_RaisedELement(nameplate)
	nameplate.Health = NP:Construct_Health(nameplate)
	nameplate.Health.Text = NP:Construct_TagText(nameplate)
	nameplate.Health.Text.frequentUpdates = .1
	nameplate.HealthPrediction = NP:Construct_HealthPrediction(nameplate)
	nameplate.Power = NP:Construct_Power(nameplate)
	nameplate.Power.Text = NP:Construct_TagText(nameplate)
	nameplate.Name = NP:Construct_TagText(nameplate)
	nameplate.Level = NP:Construct_TagText(nameplate)
	nameplate.Title = NP:Construct_TagText(nameplate)
	nameplate.ClassificationIndicator = NP:Construct_ClassificationIndicator(nameplate)
	nameplate.Castbar = NP:Construct_Castbar(nameplate)
	nameplate.Portrait = NP:Construct_Portrait(nameplate)
	nameplate.QuestIcons = NP:Construct_QuestIcons(nameplate)
	nameplate.RaidTargetIndicator = NP:Construct_RaidTargetIndicator(nameplate)
	nameplate.TargetIndicator = NP:Construct_TargetIndicator(nameplate)
	nameplate.ThreatIndicator = NP:Construct_ThreatIndicator(nameplate)
	nameplate.Highlight = NP:Construct_Highlight(nameplate)
	nameplate.ClassPower = NP:Construct_ClassPower(nameplate)
	nameplate.PvPIndicator = NP:Construct_PvPIndicator(nameplate) -- Horde / Alliance / HonorInfo
	nameplate.PvPClassificationIndicator = NP:Construct_PvPClassificationIndicator(nameplate) -- Cart / Flag / Orb / Assassin Bounty
	nameplate.PVPRole = NP:Construct_PVPRole(nameplate)
	nameplate.Cutaway = NP:Construct_Cutaway(nameplate)
	nameplate.PrivateAuras = NP:Construct_PrivateAuras(nameplate)

	NP:Construct_Auras(nameplate)
	NP:Construct_ClassPowerTwo(nameplate)

	NP.Plates[nameplate] = nameplate.frameName

	hooksecurefunc(nameplate, 'UpdateAllElements', NP.PostUpdateAllElements)
end

do
	local elements = {
		'QuestIcons',
		'Highlight',
		'Portrait',
		'PVPRole'
	}

	function NP:ReparentNotNameonly(nameplate, parent)
		for _, name in next, elements do
			local element = nameplate[name]
			if element then
				element:SetParent(parent or (name == 'QuestIcons' and nameplate.RaisedElement) or nameplate)
			end
		end
	end
end

do
	local elements = {
		'Health',
		'HealthPrediction',
		'Power',
		'ClassificationIndicator',
		'Castbar',
		'ThreatIndicator',
		'TargetIndicator',
		'ClassPower',
		'PvPIndicator',
		'PvPClassificationIndicator',
		'Auras_',
		'Buffs_',
		'Debuffs_'
	}

	if E.myclass == 'DEATHKNIGHT' then
		tinsert(elements, 'Runes')
	elseif E.myclass == 'MONK' then
		tinsert(elements, 'Stagger')
	end

	function NP:ReparentElements(nameplate, parent)
		for _, name in next, elements do
			local element = nameplate[name]
			if element then
				element:SetParent(parent or nameplate)
			end
		end
	end
end

function NP:UpdatePlate(nameplate, updateBase)
	NP:Update_RaidTargetIndicator(nameplate)
	NP:Update_PVPRole(nameplate)
	NP:Update_Portrait(nameplate)
	NP:Update_QuestIcons(nameplate)

	local db = NP:PlateDB(nameplate)
	if db.nameOnly or not db.enable then
		NP:DisablePlate(nameplate, db.enable and db.nameOnly, not db.enable)

		if nameplate == NP.TestFrame then
			nameplate.Castbar:SetAlpha(0)
			nameplate.ClassPower:SetAlpha(0)
		end
	elseif updateBase and db.enable then
		NP:ReparentElements(nameplate)
		NP:ReparentNotNameonly(nameplate)

		NP:Update_Tags(nameplate)
		NP:Update_Health(nameplate)
		NP:Update_HealthPrediction(nameplate)
		NP:Update_Highlight(nameplate)
		NP:Update_Power(nameplate)
		NP:Update_Castbar(nameplate)
		NP:Update_ClassPower(nameplate)
		NP:Update_Auras(nameplate)
		NP:Update_ClassificationIndicator(nameplate)
		NP:Update_PvPIndicator(nameplate) -- Horde / Alliance / HonorInfo
		NP:Update_PvPClassificationIndicator(nameplate) -- Cart / Flag / Orb / Assassin Bounty
		NP:Update_TargetIndicator(nameplate)
		NP:Update_ThreatIndicator(nameplate)
		NP:Update_Cutaway(nameplate)
		NP:Update_PrivateAuras(nameplate)
		NP:Update_ClassPowerTwo(nameplate)

		if nameplate == NP.PlayerFrame then
			NP:Update_Fader(nameplate)
		end
	end
end

function NP:DisablePlate(nameplate, nameOnly, hideRaised)
	if hideRaised and nameplate.RaisedElement:IsShown() then
		nameplate.RaisedElement:Hide() -- reshown by NAME_PLATE_UNIT_ADDED
	end

	NP:ReparentElements(nameplate, E.HiddenFrame)
	NP:Update_PrivateAuras(nameplate, true)

	if nameOnly then
		NP:Update_Tags(nameplate)
		NP:Update_Highlight(nameplate)

		-- The position values here are forced on purpose.
		nameplate.Name:ClearAllPoints()
		nameplate.Name:Point('CENTER', nameplate, 'CENTER', 0, 0)

		nameplate.RaidTargetIndicator:ClearAllPoints()
		nameplate.RaidTargetIndicator:Point('BOTTOM', nameplate, 'TOP', 0, 0)

		nameplate.Portrait:ClearAllPoints()
		nameplate.Portrait:Point('RIGHT', nameplate.Name, 'LEFT', -6, 0)

		nameplate.PVPRole:ClearAllPoints()
		nameplate.PVPRole:Point('RIGHT', (nameplate.Portrait:IsShown() and nameplate.Portrait) or nameplate.Name, 'LEFT', -6, 0)

		nameplate.QuestIcons:ClearAllPoints()
		nameplate.QuestIcons:Point('LEFT', nameplate.Name, 'RIGHT', 6, 0)

		nameplate.Title:ClearAllPoints()
		nameplate.Title:Point('TOP', nameplate.Name, 'BOTTOM', 0, -2)

		if nameplate.isTarget then
			NP:SetupTarget(nameplate, true)
		end
	else
		NP:ReparentNotNameonly(nameplate, E.HiddenFrame)
	end
end

function NP:GetClassAnchor()
	local TCP = NP.TargetClassPower
	return TCP.realPlate or TCP
end

function NP:SetupTarget(nameplate, removed)
	if not (NP.db.units and NP.db.units.TARGET) then return end

	local TCP = NP.TargetClassPower
	local cp = NP.db.units.TARGET.classpower

	if removed or not nameplate or not cp.enable then
		TCP.realPlate = nil
	else
		local db = NP:PlateDB(nameplate)
		TCP.realPlate = not db.nameOnly and nameplate or nil
	end

	local anchor = NP:GetClassAnchor()
	if TCP.ClassPower then
		TCP.ClassPower:SetParent(anchor)
		TCP.ClassPower:ClearAllPoints()
		TCP.ClassPower:Point('CENTER', anchor, 'CENTER', cp.xOffset, cp.yOffset)
	end

	if TCP.Runes then
		TCP.Runes:SetParent(anchor)
		TCP.Runes:ClearAllPoints()
		TCP.Runes:Point('CENTER', anchor, 'CENTER', cp.xOffset, cp.yOffset)
	elseif TCP.Stagger then
		TCP.Stagger:SetParent(anchor)
		TCP.Stagger:ClearAllPoints()
		TCP.Stagger:Point('CENTER', anchor, 'CENTER', cp.xOffset, cp.yOffset)
	end
end

function NP:SetNamePlateClickThrough()
	if E.Retail then
		NP.PlateDriver:SetEnemyInteractible(not NP.db.clickThrough.enemy)
		NP.PlateDriver:SetFriendlyInteractible(not NP.db.clickThrough.friendly)
	end
end

function NP:Update_StatusBars()
	local texture = LSM:Fetch('statusbar', NP.db.statusbar) or E.media.normTex
	for bar in pairs(NP.StatusBars) do
		if bar.SetStatusBarTexture then
			bar:SetStatusBarTexture(texture)
		else
			bar:SetTexture(texture)
		end
	end
end

function NP:EnviromentConditionals()
	local db = NP.db
	local env = db and db.enviromentConditions

	local inInstance, instanceType = IsInInstance()
	local value = (inInstance and instanceType) or (IsResting() and 'resting') or 'world'
	NP.InInstance, NP.InstanceType = inInstance, instanceType

	-- Handle friendly nameplates if friendly combat toggle is not set
	if env.friendlyEnabled and db.showFriendlyCombat == 'DISABLED' then
		NP:ToggleCVar('nameplateShowFriends', env.friendly[value])
	end

	-- Handle enemy nameplates if enemy combat toggle is not set
	if env.enemyEnabled and db.showEnemyCombat == 'DISABLED' then
		NP:ToggleCVar('nameplateShowEnemies', env.enemy[value])
	end

	-- Handle stacking nameplates
	if env.stackingEnabled then
		NP:ToggleCVar('nameplateMotion', env.stackingNameplates[value])
	else
		NP:ToggleCVar('nameplateMotion', db.motionType == 'STACKED')
	end
end

function NP:PLAYER_ENTERING_WORLD(event, initLogin, isReload)
	if initLogin or isReload then
		NP:ConfigureAll(true)
	end

	wipe(NP.SoundHandlers)

	NP:EnviromentConditionals(event)
end

function NP:ToggleStaticPlate()
	local playerEnabled = NP.db.units.PLAYER.enable
	local isStatic = NP.db.units.PLAYER.useStaticPosition

	if playerEnabled and isStatic then
		E:EnableMover(NP.PlayerFrame.mover.name)
		NP.PlayerFrame:Enable()
		NP.StaticSecure:Show()
	else
		NP:DisablePlate(NP.PlayerFrame)
		E:DisableMover(NP.PlayerFrame.mover.name)
		NP.PlayerFrame:Disable()
		NP.StaticSecure:Hide()
	end

	E:SetCVar('nameplateShowSelf', (isStatic or not playerEnabled) and 0 or 1)
end

function NP:ConfigurePlates(init)
	NP.SkipFading = true

	if NP.TestFrame:IsEnabled() then
		NP.NAME_PLATE_UNIT_ADDED(NP.TestFrame, 'NAME_PLATE_UNIT_ADDED', NP.TestFrame.unit)
	end

	local staticEvent = (NP.db.units.PLAYER.enable and NP.db.units.PLAYER.useStaticPosition) and 'NAME_PLATE_UNIT_ADDED' or 'NAME_PLATE_UNIT_REMOVED'
	local staticFunc = NP[staticEvent]
	if init then -- since this is a fake plate, we actually need to trigger this always
		staticFunc(NP.PlayerFrame, staticEvent, 'player')

		NP.PlayerFrame:UpdateAllElements('ForceUpdate')
	else -- however, these only need to happen when changing options
		for nameplate in pairs(NP.Plates) do
			NP:UpdatePlateSize(nameplate)

			if nameplate == NP.PlayerFrame then
				staticFunc(NP.PlayerFrame, staticEvent, 'player')
			else
				nameplate.previousType = nil -- keep over the callback, we still need a full update
				NP.NAME_PLATE_UNIT_ADDED(nameplate, 'NAME_PLATE_UNIT_ADDED', nameplate.unit)
			end

			nameplate:UpdateAllElements('ForceUpdate')
		end
	end

	NP.SkipFading = nil
end

function NP:ConfigureAll(init)
	if not E.private.nameplates.enable then return end

	NP.multiplier = NP.db.multiplier

	NP:PLAYER_REGEN_ENABLED()
	NP:UpdateTargetPlate(NP.TargetClassPower)
	NP:Update_StatusBars()

	NP:SetNamePlateClickThrough()
	NP:SetNamePlateSizes()

	NP:ConfigurePlates(init) -- keep before toggle static
	NP:ToggleStaticPlate()
end

function NP:PlateFade(nameplate, timeToFade, startAlpha, endAlpha)
	-- we need our own function because we want a smooth transition and dont want it to force update every pass.
	-- its controlled by fadeTimer which is reset when UIFrameFadeOut or UIFrameFadeIn code runs.

	if not nameplate.FadeObject then
		nameplate.FadeObject = {}
	end

	nameplate.FadeObject.timeToFade = (nameplate.isTarget and 0) or timeToFade
	nameplate.FadeObject.startAlpha = startAlpha
	nameplate.FadeObject.endAlpha = endAlpha
	nameplate.FadeObject.diffAlpha = endAlpha - startAlpha

	if nameplate.FadeObject.fadeTimer then
		nameplate.FadeObject.fadeTimer = 0
	else
		E:UIFrameFade(nameplate, nameplate.FadeObject)
	end
end

function NP:GetNPCID(guid)
	if E:IsSecretValue(guid) or not guid then return end

	local _, _, _, _, _, npcid = strsplit('-', guid)
	return tonumber(npcid), guid
end

function NP:UnitNPCID(unit) -- also used by Bags.lua
	local ok, guid = pcall(UnitGUID, unit)
	if ok then
		return NP:GetNPCID(guid)
	end
end

function NP:UpdateNumPlates()
	-- wish there was another way to get just the amount
	NP.numPlates = #C_NamePlate_GetNamePlates()
end

function NP:UpdatePlateGUID(nameplate, guid)
	NP.PlateGUID[nameplate.unitGUID] = (guid and nameplate) or nil
end

function NP:UpdatePlateType(nameplate)
	if nameplate == NP.TestFrame then return end

	if nameplate.isMe then
		nameplate.frameType = 'PLAYER'

		if NP.db.units.PLAYER.enable then
			NP.PlayerNamePlateAnchor:ClearAllPoints()
			NP.PlayerNamePlateAnchor:SetParent(NP.db.units.PLAYER.useStaticPosition and NP.PlayerFrame or nameplate)
			NP.PlayerNamePlateAnchor:SetAllPoints(NP.db.units.PLAYER.useStaticPosition and NP.PlayerFrame or nameplate)
			NP.PlayerNamePlateAnchor:Show()
		end
	elseif nameplate.isPVPSanctuary then
		nameplate.frameType = 'FRIENDLY_PLAYER'
	elseif not nameplate.isEnemy and (not nameplate.reaction or nameplate.reaction > 4) then -- keep as: not isEnemy, dont switch to isFriend
		nameplate.frameType = (nameplate.isPlayer and 'FRIENDLY_PLAYER') or 'FRIENDLY_NPC'
	else
		nameplate.frameType = (nameplate.isPlayer and 'ENEMY_PLAYER') or 'ENEMY_NPC'
	end
end

function NP:UpdatePlateSize(nameplate)
	if nameplate.frameType == 'PLAYER' then
		nameplate.width, nameplate.height = NP.db.clickSize.personalWidth, NP.db.clickSize.personalHeight
	elseif nameplate.frameType == 'FRIENDLY_PLAYER' or nameplate.frameType == 'FRIENDLY_NPC' then
		nameplate.width, nameplate.height = NP.db.clickSize.friendlyWidth, NP.db.clickSize.friendlyHeight
	else
		nameplate.width, nameplate.height = NP.db.clickSize.enemyWidth, NP.db.clickSize.enemyHeight
	end

	nameplate:Size(nameplate.width, nameplate.height)
end

function NP:UpdatePlateBase(nameplate)
	if nameplate == NP.TestFrame then
		NP:UpdatePlate(nameplate, true)
	elseif nameplate == NP.PlayerFrame then
		NP:UpdatePlate(nameplate, true)
	else
		NP:UpdatePlate(nameplate, nameplate.frameType ~= nameplate.previousType)

		nameplate.previousType = nameplate.frameType
	end
end

function NP:PLAYER_TARGET_CHANGED(_, unit)
	NP:SetupTarget(self) -- pass it, even as nil here
end

function NP:NAME_PLATE_UNIT_ADDED(_, unit)
	if not unit then unit = self.unit end

	self.widgetsOnly = E.Retail and self.blizzPlate and UnitNameplateShowsWidgetsOnly(unit)
	self.widgetSet = E.Retail and UnitWidgetSet(unit)
	self.classification = UnitClassification(unit)
	self.creatureType = UnitCreatureType(unit)
	self.isMe = E:UnitIsUnit(unit, 'player')
	self.isPet = E:UnitIsUnit(unit, 'pet')
	self.isFriend = UnitIsFriend('player', unit)
	self.isEnemy = UnitIsEnemy('player', unit)
	self.isPlayer = UnitIsPlayer(unit)
	self.isGameObject = UnitIsGameObject(unit)
	self.isPVPSanctuary = UnitIsPVPSanctuary(unit)
	self.isBattlePet = not E.Classic and UnitIsBattlePet(unit)
	self.reaction = UnitReaction('player', unit) -- Player Reaction
	self.repReaction = UnitReaction(unit, 'player') -- Reaction to Player
	self.faction = UnitFactionGroup(unit)
	self.battleFaction = E:GetUnitBattlefieldFaction(unit)
	self.unitName, self.unitRealm = UnitName(unit)
	self.npcID, self.unitGUID = NP:UnitNPCID(unit)
	self.className, self.classFile, self.classID = UnitClass(unit)
	self.classColor = (self.isPlayer and E:ClassColor(self.classFile)) or (self.repReaction and NP.Colors.reactions[self.repReaction]) or nil

	local specID, specIcon
	local spec = E.Retail and E:GetUnitSpecInfo(unit)
	if spec then
		specID, specIcon = spec.id, spec.icon
	end

	self.specID = specID
	self.specIcon = specIcon

	if self.unitGUID then
		NP:UpdatePlateGUID(self, self.unitGUID)
	end

	NP:UpdateNumPlates()
	NP:UpdatePlateType(self)
	NP:UpdatePlateSize(self)

	self.softTargetFrame = self.blizzPlate and self.blizzPlate.SoftTargetFrame
	if self.softTargetFrame then
		self.softTargetFrame:SetParent(self)
		self.softTargetFrame:SetIgnoreParentAlpha(true)
	end

	self.widgetContainer = self.blizzPlate and self.blizzPlate.WidgetContainer
	if self.widgetContainer then
		self.widgetContainer:SetParent(self)
		self.widgetContainer:SetIgnoreParentAlpha(true)
		self.widgetContainer:ClearAllPoints()

		local db = NP.db.widgets
		local point = db.below and 'BOTTOM' or 'TOP'
		self.widgetContainer:SetPoint(E.InversePoints[point], self, point, db.xOffset, db.yOffset)
	end

	if self.widgetsOnly or self.isGameObject then
		NP:DisablePlate(self, nil, true)

		self.previousType = nil -- dont get the plate stuck for next unit
	else
		if not self.RaisedElement:IsShown() then
			self.RaisedElement:Show()
		end

		NP:UpdatePlateBase(self)
	end

	if (NP.db.fadeIn and not NP.SkipFading) and self.frameType ~= 'PLAYER' then
		NP:PlateFade(self, 1, 0, 1)
	end
end

function NP:NAME_PLATE_UNIT_REMOVED(event, unit)
	if self ~= NP.TestFrame then
		if self.frameType == 'PLAYER' then
			NP.PlayerNamePlateAnchor:Hide()
		end

		if self.isTarget then
			NP:ScalePlate(self, 1, true)
			NP:SetupTarget(self, true)
		end
	end

	if self.unitGUID then
		NP:UpdatePlateGUID(self)
	end

	NP:UpdateNumPlates()

	if self.softTargetFrame then
		self.softTargetFrame:SetParent(self.blizzPlate)
		self.softTargetFrame:SetIgnoreParentAlpha(false)
	end

	if self.widgetContainer then -- Place Widget Back on Blizzard Plate
		self.widgetContainer:SetParent(self.blizzPlate)
		self.widgetContainer:SetIgnoreParentAlpha(false)
		self.widgetContainer:ClearAllPoints()
		self.widgetContainer:SetPoint('TOP', self.blizzPlate.castBar, 'BOTTOM')
	end

	-- these can appear on SoftTarget selfs and they aren't
	-- from NAME_PLATE_UNIT_ADDED which means, they will still be shown
	-- in some cases when the plate previously had the element
	if self.QuestIcons then
		self.QuestIcons:Hide()
	end

	-- vars that we need to keep in a nonstale state
	self.Health.cur = nil -- cutaway
	self.Power.cur = nil -- cutaway
	self.npcID = nil -- just cause
end

function NP:UNIT_FACTION(_, unit)
	if not unit or self.unit ~= unit then return end

	self.isMe = E:UnitIsUnit(unit, 'player')
	self.reaction = UnitReaction('player', unit) -- Player Reaction
	self.repReaction = UnitReaction(unit, 'player') -- Reaction to Player
	self.isFriend = UnitIsFriend('player', unit)
	self.isEnemy = UnitIsEnemy('player', unit)
	self.faction = UnitFactionGroup(unit)
	self.isPVPSanctuary = UnitIsPVPSanctuary(unit)
	self.battleFaction = E:GetUnitBattlefieldFaction(unit)
	self.classColor = (self.isPlayer and E:ClassColor(self.classFile)) or (self.repReaction and NP.Colors.reactions[self.repReaction]) or nil

	NP:UpdatePlateType(self)
	NP:UpdatePlateSize(self)
	NP:UpdatePlateBase(self)
end

function NP:GetThreatSituationColor(indicator, status)
	local colors, color = NP.db.colors.threat
	if status == 3 then -- securely tanking
		color = (indicator.useSolo and colors.soloColor) or (indicator.isTank and colors.goodColor) or colors.badColor
	elseif status == 2 then -- insecurely tanking
		color = (indicator.offTank and colors.offTankColorBadTransition) or (indicator.isTank and colors.badTransition) or colors.goodTransition
	elseif status == 1 then -- not tanking but threat higher than tank
		color = (indicator.offTank and colors.offTankColorGoodTransition) or (indicator.isTank and colors.goodTransition) or colors.badTransition
	else -- not tanking at all
		color = (indicator.offTank and colors.offTankColor) or (indicator.isTank and colors.badColor) or colors.goodColor
	end

	return color, color == colors.goodColor
end

function NP:GetThreatSituationScale(indicator, db, status)
	if status == 3 then -- securely tanking
		return (indicator.useSolo and db.goodScale) or (indicator.isTank and db.goodScale) or db.badScale
	elseif status == 2 then -- insecurely tanking
		return 1
	elseif status == 1 then -- not tanking but threat higher than tank
		return 1
	else -- not tanking at all
		return (indicator.offTank and db.goodScale) or (indicator.isTank and db.badScale) or db.goodScale
	end
end

function NP:AuraFilter(...)
	if NP.db.useBlizzardAuras then
		return true -- already filtered by blizzard
	else
		return UF.AuraFilter(self, ...)
	end
end

function NP:BlizzardPlate_RefreshList(listFrame, auraList)
	if not NP.db.useBlizzardAuras then return end

	local blizzPlate = self:GetParent()
	local plate = blizzPlate:GetParent()

	local nameplate = plate and plate.unitFrame
	local blizzAuras = nameplate and nameplate.blizzAuras
	if not blizzAuras then return end

	local list
	if listFrame == self.BuffListFrame and auraList == self.buffList then
		list = blizzAuras.BuffList
	elseif listFrame == self.DebuffListFrame and auraList == self.debuffList then
		list = blizzAuras.DebuffList
	elseif listFrame == self.CrowdControlListFrame and auraList == self.crowdControlList then
		list = blizzAuras.CrowdControlList
	end

	if list then
		nameplate.allowAuraUpdate = true

		NP:BlizzardAuras_UpdateAuras(list, listFrame, auraList)
	end
end

function NP:BlizzardPlate_RefreshAuras(updateInfo)
	if not NP.db.useBlizzardAuras then return end

	NP:NamePlateCallBack('FAKE_REFRESH_AURAS', self.unitToken, updateInfo)
end

function NP:NamePlateCallBack(event, unit, updateInfo)
	local success, plate = pcall(C_NamePlate_GetNamePlateForUnit, unit)
	if not success or not plate then return end -- prevent error on restricted units

	local nameplate = plate.unitFrame
	if not nameplate or not nameplate.UpdateAllElements then return end -- prevent error with plater
	if nameplate.widgetsOnly then return end -- not required to update this one

	if event == 'FAKE_REFRESH_AURAS' then
		if not nameplate.allowAuraUpdate then return end

		nameplate.allowAuraUpdate = nil

		local element = nameplate.Buffs or nameplate.Debuffs or nameplate.Auras
		if element then -- any of them will work, oUF will handle all three
			element.UpdateAuras(nameplate, event, unit, updateInfo)
		end
	elseif event == 'UNIT_FACTION' then
		NP.UNIT_FACTION(nameplate, event, unit)
	end
end

local optionsTable = {
	'EnemyMinus',
	'EnemyMinions',
	'FriendlyMinions',
	'PersonalResource',
	'PersonalResourceOnEnemy',
	'MotionDropDown',
	'ShowAll'
}

if E.TBC or E.Wrath or E.Mists then
	tinsert(optionsTable, 'NameplateMaxDistanceSlider')
end

function NP:HideInterfaceOptions()
	for _, x in pairs(optionsTable) do
		local o = _G['InterfaceOptionsNamesPanelUnitNameplates'..x]
		if o then
			o:SetSize(0.00001, 0.00001)
			o:SetAlpha(0)
			o:Hide()
		end
	end
end

function NP:SetNamePlateSizes()
	if E.Retail then
		NP.PlateDriver:SetSize(NP.db.clickSize.width, NP.db.clickSize.height)
	else
		C_NamePlate_SetNamePlateSelfSize(NP.db.clickSize.personalWidth * E.uiscale, NP.db.clickSize.personalHeight * E.uiscale)
		C_NamePlate_SetNamePlateEnemySize(NP.db.clickSize.enemyWidth * E.uiscale, NP.db.clickSize.enemyHeight * E.uiscale)
		C_NamePlate_SetNamePlateFriendlySize(NP.db.clickSize.friendlyWidth * E.uiscale, NP.db.clickSize.friendlyHeight * E.uiscale)
	end
end

function NP:HideClassNameplateBar(bar)
	if not bar then return end

	bar:Hide()
	bar:UnregisterAllEvents()
end

function NP:SetupClassNameplateBars()
	if not self or self:IsForbidden() then return end

	NP:HideClassNameplateBar(self.classNamePlatePowerBar)
	NP:HideClassNameplateBar(self.classNamePlateMechanicFrame)
	NP:HideClassNameplateBar(self.classNamePlateAlternatePowerBar) -- BrewmasterBar / EbonMightBar
end

function NP:UpdateColors()
	NP.Colors.tapped = E:SetColorTable(NP.Colors.tapped, NP.db.colors.tapped)

	NP.Colors.power.MANA = E:SetColorTable(NP.Colors.power.MANA, NP.db.colors.power.MANA)
	NP.Colors.power.RAGE = E:SetColorTable(NP.Colors.power.RAGE, NP.db.colors.power.RAGE)
	NP.Colors.power.FOCUS = E:SetColorTable(NP.Colors.power.FOCUS, NP.db.colors.power.FOCUS)
	NP.Colors.power.ENERGY = E:SetColorTable(NP.Colors.power.ENERGY, NP.db.colors.power.ENERGY)
	NP.Colors.power.RUNIC_POWER = E:SetColorTable(NP.Colors.power.RUNIC_POWER, NP.db.colors.power.RUNIC_POWER)
	NP.Colors.power.PAIN = E:SetColorTable(NP.Colors.power.PAIN, NP.db.colors.power.PAIN)
	NP.Colors.power.FURY = E:SetColorTable(NP.Colors.power.FURY, NP.db.colors.power.FURY)
	NP.Colors.power.LUNAR_POWER = E:SetColorTable(NP.Colors.power.LUNAR_POWER, NP.db.colors.power.LUNAR_POWER)
	NP.Colors.power.INSANITY = E:SetColorTable(NP.Colors.power.INSANITY, NP.db.colors.power.INSANITY)
	NP.Colors.power.MAELSTROM = E:SetColorTable(NP.Colors.power.MAELSTROM, NP.db.colors.power.MAELSTROM)

	NP.Colors.power.SHADOW_ORBS = E:SetColorTable(NP.Colors.power.SHADOW_ORBS, NP.db.colors.classResources.PRIEST)
	NP.Colors.power.HOLY_POWER = E:SetColorTable(NP.Colors.power.HOLY_POWER, NP.db.colors.classResources.PALADIN)

	NP.Colors.power[POWERTYPE_ALTERNATE] = E:SetColorTable(NP.Colors.power[POWERTYPE_ALTERNATE], NP.db.colors.power.ALT_POWER)

	for key in next, NP.db.colors.classification do
		NP.Colors.classification[key] = E:SetColorTable(NP.Colors.classification[key], NP.db.colors.classification[key])
	end

	for i = 1, 8 do
		NP.Colors.reactions[i] = E:SetColorTable(NP.Colors.reactions[i], NP.db.colors.reactions[i])
	end

	for i = 0, 9 do
		if i ~= 4 then -- selection doesnt have 4 and skips to 13
			NP.Colors.selection[i] = E:SetColorTable(NP.Colors.selection[i], NP.db.colors.selection[i])
		end
	end
	NP.Colors.selection[13] = E:SetColorTable(NP.Colors.selection[13], NP.db.colors.selection[13])
end

function NP:SetStatusBarColor(bar, r, g, b)
	bar:GetStatusBarTexture():SetVertexColor(r, g, b)

	if bar.bg then
		bar.bg:SetVertexColor(r, g, b, NP.multiplier)
	end
end

function NP:BlizzardAuras_UpdateAuras(list, listFrame, auraList)
	wipe(list)

	for _, child in next, { listFrame:GetChildren() } do
		list[child.auraInstanceID] = auraList[child.auraInstanceID] or nil
	end
end

function NP:BlizzardAuras_GetAuras(nameplate, which)
	if not NP.db.useBlizzardAuras or not nameplate.blizzAuras then return end

	return nameplate.blizzAuras[which] or nil
end

function NP:GetBlizzardCrowdControl(nameplate)
	return NP:BlizzardAuras_GetAuras(nameplate, 'CrowdControlList')
end

function NP:GetBlizzardBuffs(nameplate)
	return NP:BlizzardAuras_GetAuras(nameplate, 'BuffList')
end

function NP:GetBlizzardDebuffs(nameplate)
	return NP:BlizzardAuras_GetAuras(nameplate, 'DebuffList')
end

function NP:Initialize()
	if not E.private.nameplates.enable then return end
	NP.Initialized = true

	NP.thinBorders = NP.db.thinBorders
	NP.SPACING = (NP.thinBorders or E.twoPixelsPlease) and 0 or 1
	NP.BORDER = (NP.thinBorders and not E.twoPixelsPlease) and 1 or 2

	NP.Plates = {}
	NP.PlateGUID = {}
	NP.StatusBars = {}
	NP.SoundHandlers = {}
	NP.Colors = {
		classification = {},
		selection = {},
		reactions = {},
		power = {}
	}

	NP.multiplier = NP.db.multiplier or 0.35
	NP.numPlates = 0

	NP:UpdateColors()

	ElvUF:RegisterStyle('ElvNP', NP.Style)
	ElvUF:SetActiveStyle('ElvNP')

	if E.Retail then
		NP.SetupClassNameplateBars(_G.NamePlateDriverFrame)

		hooksecurefunc(_G.NamePlateDriverFrame, 'SetupClassNameplateBars', NP.SetupClassNameplateBars)
	end

	local playerFrame = ElvUF:Spawn('player', 'ElvNP_Player', '')
	playerFrame:ClearAllPoints()
	playerFrame:Point('TOP', UIParent, 'CENTER', 0, -150)
	playerFrame:Size(NP.db.clickSize.personalWidth, NP.db.clickSize.personalHeight)
	playerFrame.frameType = 'PLAYER'

	local playerHolder = E:CreateMover(playerFrame, 'ElvNP_PlayerMover', L["Player NamePlate"], nil, nil, nil, 'ALL,SOLO', nil, 'nameplate,playerGroup')
	NP.PlayerMover = playerHolder.mover

	local staticSecure = CreateFrame('Button', 'ElvNP_StaticSecure', UIParent, 'SecureUnitButtonTemplate')
	staticSecure:SetAttribute('unit', 'player')
	staticSecure:SetAttribute('*type1', 'target')
	staticSecure:SetAttribute('*type2', 'togglemenu')
	staticSecure:SetAttribute('toggleForVehicle', true)
	staticSecure:RegisterForClicks('LeftButtonDown', 'RightButtonDown')
	staticSecure:SetScript('OnEnter', _G.UnitFrame_OnEnter)
	staticSecure:SetScript('OnLeave', _G.UnitFrame_OnLeave)
	staticSecure:ClearAllPoints()
	staticSecure:Point('TOPLEFT', NP.PlayerMover)
	staticSecure:Point('BOTTOMRIGHT', NP.PlayerMover)
	staticSecure:Hide()
	staticSecure.unit = 'player' -- Needed for OnEnter, OnLeave
	NP.StaticSecure = staticSecure

	local testFrame = ElvUF:Spawn('player', 'ElvNP_TestFrame')
	testFrame:ClearAllPoints()
	testFrame:Point('BOTTOM', UIParent, 'BOTTOM', 0, 250)
	testFrame:Size(NP.db.clickSize.personalWidth, NP.db.clickSize.personalHeight)
	testFrame:SetMovable(true)
	testFrame:RegisterForDrag('LeftButton', 'RightButton')
	testFrame:SetScript('OnDragStart', function() NP.TestFrame:StartMoving() end)
	testFrame:SetScript('OnDragStop', function() NP.TestFrame:StopMovingOrSizing() end)
	testFrame.frameType = 'PLAYER'
	testFrame:Disable()

	NP:DisablePlate(testFrame)

	local targetClassPower = ElvUF:Spawn('player', 'ElvNP_TargetClassPower')
	targetClassPower:Size(NP.db.clickSize.personalWidth, NP.db.clickSize.personalHeight)
	targetClassPower.frameType = 'TARGET'
	targetClassPower:SetAttribute('toggleForVehicle', true)
	targetClassPower:ClearAllPoints()
	targetClassPower:Point('TOP', E.UIParent, 'BOTTOM', 0, -500)
	NP.TargetClassPower = targetClassPower

	NP.PlayerNamePlateAnchor = CreateFrame('Frame', 'ElvUIPlayerNamePlateAnchor', E.UIParent)
	NP.PlayerNamePlateAnchor:EnableMouse(false)
	NP.PlayerNamePlateAnchor:Hide()

	local driver = ElvUF:SpawnNamePlates('ElvNP_')
	if driver then
		driver:SetTargetCallback(NP.PLAYER_TARGET_CHANGED)
		driver:SetAddedCallback(NP.NAME_PLATE_UNIT_ADDED)
		driver:SetRemovedCallback(NP.NAME_PLATE_UNIT_REMOVED)

		NP.PlateDriver = driver
	end

	NP:RegisterEvent('PLAYER_REGEN_ENABLED')
	NP:RegisterEvent('PLAYER_REGEN_DISABLED')
	NP:RegisterEvent('PLAYER_ENTERING_WORLD')
	NP:RegisterEvent('PLAYER_UPDATE_RESTING', 'EnviromentConditionals')
	NP:RegisterEvent('ZONE_CHANGED_NEW_AREA', 'EnviromentConditionals')
	NP:RegisterEvent('UNIT_FACTION', 'NamePlateCallBack')

	if not E.Retail then
		NP:RegisterEvent('COMBAT_LOG_EVENT_UNFILTERED')
	end

	NP:HideInterfaceOptions()
	NP:SetCVars()
end

E:RegisterModule(NP:GetName())
