I do not use the event, my code runs off the screen update.
Definitely there is a timing issue, I call UnitHealth() too quick after casting heal or damage, and I get the wrong value.
But I have also observed the wrong value 3-4 seconds in, so this is not timing.
Unfortunately I tried again just now and could not reproduce it.
I have not knowingly messed with "predictedHealth", but I did mess with it just now and do not know what the proper value should be, 0 or 1?
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