oUF does not care about mirrorbars.
Code:
for _, bar in pairs({'MirrorTimer1','MirrorTimer2','MirrorTimer3',}) do
for i, region in pairs({_G[bar]:GetRegions()}) do
if (region.GetTexture and region:GetTexture() == 'SolidTexture') then
region:Hide()
end
end
_G[bar..'Border']:Hide()
_G[bar]:SetParent(UIParent)
_G[bar]:SetPoint('TOP', UIParent, 'TOP', 0, -300)
_G[bar]:SetScale(1)
_G[bar]:SetHeight(16)
_G[bar]:SetWidth(180)
_G[bar]:SetBackdrop(backdrop)
_G[bar]:SetBackdropColor(0,0,0)
_G[bar..'Background'] = _G[bar]:CreateTexture(bar..'Background', 'BACKGROUND', _G[bar])
_G[bar..'Background']:SetTexture(texture)
_G[bar..'Background']:SetAllPoints(bar)
_G[bar..'Background']:SetVertexColor(29/255,29/255,29/255,.75)
_G[bar..'Text']:SetFont(font,9)
_G[bar..'Text']:ClearAllPoints()
_G[bar..'Text']:SetPoint('CENTER', MirrorTimer1StatusBar, 0, 1)
_G[bar..'StatusBar']:SetAllPoints(_G[bar])
_G[bar..'StatusBar']:SetStatusBarTexture(texture)
_G[bar..'StatusBar']:GetStatusBarTexture():SetHorizTile(false)
end
Nothing in this is related to oUF (don't play anymore, so I don't know if this works).