fix(minimap): enable floatOnEdge for all 1241 pins
Previously DrawWorldIcon and DrawManualIcon both set floatOnEdge=false for uiMapId 1241, forcing icons to always show regardless of distance. This caused pins to render at minimap center when near a spawn, making them appear to orbit/follow the player as they rotated. The zone->world coordinate pipeline was verified correct: zoneW matches dataW exactly for 1241 icons, and playerW is in the same coordinate space. The problem was purely the floatOnEdge=false behavior combined with the icon being essentially at the minimap center (1% of radius). Enabling floatOnEdge=true lets the standard edge-floating path handle 1241 pins like every other zone: icons clamp to the edge when far, slide along the rim when approaching, and occupy their correct angular bearing from the player rather than sitting at dead center.
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@@ -571,7 +571,7 @@ function QuestieMap:DrawManualIcon(data, areaID, x, y, typ)
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iconMinimap.texture:SetVertexColor(colorsMinimap[1], colorsMinimap[2], colorsMinimap[3], 1);
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iconMinimap.miniMapIcon = true;
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QuestieMap:QueueDraw(QuestieMap.ICON_MINIMAP_TYPE, Questie, iconMinimap, iconMinimap.UiMapID, x / 100, y / 100, true, iconMinimap.UiMapID ~= 1241);
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QuestieMap:QueueDraw(QuestieMap.ICON_MINIMAP_TYPE, Questie, iconMinimap, iconMinimap.UiMapID, x / 100, y / 100, true, true);
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tinsert(QuestieMap.manualFrames[typ][data.id], iconMinimap:GetName())
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if (not Questie.db.profile.enabled) then
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@@ -630,7 +630,7 @@ function QuestieMap:DrawWorldIcon(data, areaID, x, y, showFlag)
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return nil, nil
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end
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local floatOnEdge = uiMapId ~= 1241
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local floatOnEdge = true
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---@type IconFrame
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local iconMap = QuestieFramePool:GetFrame()
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