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.
This commit is contained in:
Xurkon
2026-05-30 14:58:40 -05:00
parent 0c034d0ff4
commit 27c1bd6889
+2 -2
View File
@@ -571,7 +571,7 @@ function QuestieMap:DrawManualIcon(data, areaID, x, y, typ)
iconMinimap.texture:SetVertexColor(colorsMinimap[1], colorsMinimap[2], colorsMinimap[3], 1);
iconMinimap.miniMapIcon = true;
QuestieMap:QueueDraw(QuestieMap.ICON_MINIMAP_TYPE, Questie, iconMinimap, iconMinimap.UiMapID, x / 100, y / 100, true, iconMinimap.UiMapID ~= 1241);
QuestieMap:QueueDraw(QuestieMap.ICON_MINIMAP_TYPE, Questie, iconMinimap, iconMinimap.UiMapID, x / 100, y / 100, true, true);
tinsert(QuestieMap.manualFrames[typ][data.id], iconMinimap:GetName())
if (not Questie.db.profile.enabled) then
@@ -630,7 +630,7 @@ function QuestieMap:DrawWorldIcon(data, areaID, x, y, showFlag)
return nil, nil
end
local floatOnEdge = uiMapId ~= 1241
local floatOnEdge = true
---@type IconFrame
local iconMap = QuestieFramePool:GetFrame()