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nameplates: filter libunitscan by player/npc to dodge name collisions
GetUnitInfo() probed the players table first, so an NPC sharing a name with a known player (e.g. Chromie) inherited the player's class, level, and guild. Adds an isPlayer hint to GetUnitInfo and resolves each plate's actual unit type from its cached GUID via UnitIsPlayer before the lookup. The plate's cache.player gates further work.
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@@ -10,10 +10,12 @@ setfenv(1, pfUI:GetEnvironment())
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-- on further expansions.
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-- on further expansions.
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--
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--
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-- External functions:
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-- External functions:
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-- GetUnitInfo(name, active)
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-- GetUnitInfo(name, active, isPlayer)
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-- Returns information of the given unitname. Returns nil if no match is found.
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-- Returns information of the given unitname. Returns nil if no match is found.
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-- When nothing is found and the active flag is set, the autoscanner will
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-- When nothing is found and the active flag is set, the autoscanner will
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-- automatically pick it up and try to fill the missing entry by targetting the unit.
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-- automatically pick it up and try to fill the missing entry by targetting the unit.
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-- Pass isPlayer=true/false to restrict the lookup to the players or mobs table
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-- (avoids name-collision false positives, e.g. a player and an NPC named Chromie).
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--
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--
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-- class[String] - The class of the unit
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-- class[String] - The class of the unit
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-- level[Number] - The level of the unit
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-- level[Number] - The level of the unit
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@@ -44,11 +46,11 @@ local function RememberByUnit(unit, name, class)
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C_PlayerCache.RememberPlayer(guid, name, class, UnitRace(unit), UnitSex(unit))
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C_PlayerCache.RememberPlayer(guid, name, class, UnitRace(unit), UnitSex(unit))
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end
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end
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function GetUnitInfo(name, active)
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function GetUnitInfo(name, active, isPlayer)
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if units["players"][name] then
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if isPlayer ~= false and units["players"][name] then
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local ret = units["players"][name]
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local ret = units["players"][name]
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return ret.class, ret.level, ret.elite, true, ret.guild
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return ret.class, ret.level, ret.elite, true, ret.guild
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elseif units["mobs"][name] then
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elseif isPlayer ~= true and units["mobs"][name] then
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local ret = units["mobs"][name]
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local ret = units["mobs"][name]
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return ret.class, ret.level, ret.elite, nil, ret.guild
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return ret.class, ret.level, ret.elite, nil, ret.guild
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elseif active then
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elseif active then
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@@ -1023,15 +1023,21 @@ end
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local hpmin, hpmax = plate.original.healthbar:GetMinMaxValues()
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local hpmin, hpmax = plate.original.healthbar:GetMinMaxValues()
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local name = plate.original.name:GetText()
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local name = plate.original.name:GetText()
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local level = plate.original.level:IsShown() and plate.original.level:GetObjectType() == "FontString" and tonumber(plate.original.level:GetText()) or "??"
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local level = plate.original.level:IsShown() and plate.original.level:GetObjectType() == "FontString" and tonumber(plate.original.level:GetText()) or "??"
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local class, ulevel, elite, player, guild = GetUnitInfo(name, true)
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if not plate.cache.player and plate.cachedGuid then
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plate.cache.player = UnitIsPlayer(plate.cachedGuid) and "PLAYER" or "NPC"
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end
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local isPlayer
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if plate.cache.player then isPlayer = plate.cache.player == "PLAYER" end
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local class, ulevel, elite, player, guild = GetUnitInfo(name, true, isPlayer)
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-- Use database level ONLY if current level is ?? (fixes ?? after reload, but doesn't override visible levels)
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-- Use database level ONLY if current level is ?? (fixes ?? after reload, but doesn't override visible levels)
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local levelFromDB = false
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local levelFromDB = false
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if level == "??" and ulevel and ulevel > 0 then
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if level == "??" and ulevel and ulevel > 0 then
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level = ulevel
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level = ulevel
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levelFromDB = true
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levelFromDB = true
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end
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end
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local target = plate.istarget
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local target = plate.istarget
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local mouseover = UnitExists("mouseover") and plate.original.glow:IsShown() or nil
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local mouseover = UnitExists("mouseover") and plate.original.glow:IsShown() or nil
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local unitstr = target and "target" or mouseover and "mouseover" or nil
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local unitstr = target and "target" or mouseover and "mouseover" or nil
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