Classic: UnitHealth() has large delay - how to avoid?
It looks like that player's HP returned by UnitHealth() are updated with delay about 500 ms.
So when I handle UNIT_SPELLCAST_STOP event after succefull heal, UnitHealth() still returns old hp value for half second after cast!
My WoW ping is 40ms, and I have no such problem with actual WoW.
Any ways to avoid this problem?
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