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This can happen specially with "show if missing" auras.
When the units roster is updated, unit frames maybe were not initialized/displayed yet by SecureGroupHeaders code, and if no frames exists for a unit StatusAuras code (AuraFrame_OnEvent) does not collect/process the unit auras, so wrong auras values of old players stored in the cache could be displayed.
Fix, AuraFrame_OnEvent() function now detects this special case (if it was called from Grid_UnitUpdated instead of UNIT_AURA event) and will process the auras even if no frames for the unit exists yet.
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