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Show party pets in raidpet frames under raidforgroup
When "Use Raid Frames To Display Group Members" is on and in a party, raid pet frames tried to show raidpet1..40 (nonexistent in a party) instead of the player pet and partypet1..4. Remap raidpet grid slots to pet / partypet<N> in UpdateVisibility, keyed on a stable pfRaidPet<N> slot, mirroring the raid player frames. LayoutPets now mirror-places the party pet slots, and the raid updater runs LayoutPets when in a party (not just a raid). Also exclude raid pet frames (label "partypet", cache_raidpet set) from the hide_in_raid group-hiding clause so they are not hidden.
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+31
-5
@@ -205,8 +205,13 @@ function pfUI.uf:UpdateVisibility()
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-- cache result of strsub to avoid repeating calls
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if not self.cache_raid then
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if strsub(self:GetName(),0,6) == "pfRaid" then
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self.cache_raid = tonumber(strsub(self:GetName(),7,8)) or 0
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local name = self:GetName()
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if strsub(name,0,9) == "pfRaidPet" then
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-- pet grid slot (pfRaidPet1..40); used to mirror party pets below
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self.cache_raid = 0
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self.cache_raidpet = tonumber(strsub(name,10)) or 0
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elseif strsub(name,0,6) == "pfRaid" then
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self.cache_raid = tonumber(strsub(name,7,8)) or 0
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else
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self.cache_raid = 0
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end
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@@ -238,6 +243,26 @@ function pfUI.uf:UpdateVisibility()
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end
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end
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-- show raidpet frames as party pets when a party is shown as a raid grid
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if self.cache_raidpet then
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if not IsInRaid() and IsInGroup() and C.unitframes.raidforgroup == "1" then
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local id = self.cache_raidpet
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if id == 1 then
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-- grid slot 1 mirrors the player, so its pet is the player's pet
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self.id = ""
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self.label = "pet"
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elseif id <= 5 then
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self.id = id - 1
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self.label = "partypet"
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end
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-- reset to regular raidpet unitstrings after leaving party mode
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elseif self.label == "pet" or self.label == "partypet" then
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self.id = self.cache_raidpet
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self.label = "raidpet"
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end
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end
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-- display every unit as player while pfUI.uf.showall is set
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if pfUI.uf.showall then
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self._label = self._label or self.label
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@@ -266,9 +291,10 @@ function pfUI.uf:UpdateVisibility()
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-- frame shall not be visible
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visibility = "hide"
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self.visible = nil
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elseif hide_group and self.cache_raid == 0 and self.label and strsub(self.label,0,5) == "party" then
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-- hide group while shown as a raid grid and option is set (raid frames
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-- carry label "party" under raidforgroup, so exclude them by cache_raid)
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elseif hide_group and self.cache_raid == 0 and not self.cache_raidpet and self.label and strsub(self.label,0,5) == "party" then
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-- hide group while shown as a raid grid and option is set (raid player
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-- frames carry label "party" and raid pet frames carry label "partypet"
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-- under raidforgroup, so exclude them by cache_raid / cache_raidpet)
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visibility = "hide"
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self.visible = nil
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elseif ( self.fname == "Group0" or self.fname == "PartyPet0" or self.fname == "Party0Target" )
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+24
-2
@@ -125,6 +125,7 @@ pfUI:RegisterModule("raid", function ()
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local grid = self.petgrid
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local function place(pet, cell, id)
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pet.label = "raidpet"
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pet.id = id
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local r, g = SlotToCoord(cell, grid.fill, grid.x, grid.y)
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pet:ClearAllPoints()
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@@ -140,6 +141,22 @@ pfUI:RegisterModule("raid", function ()
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return
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end
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-- Party shown as a raid grid: mirror slots 1..5 (player + party members)
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-- into fixed cells. UpdateVisibility maps each slot to pet / partypet<N>.
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if not IsInRaid() and IsInGroup() and C.unitframes.raidforgroup == "1" then
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for id = 1, maxraid do
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if self.pets[id] then
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if id <= 5 then
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place(self.pets[id], id, id)
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else
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self.pets[id].id = 0
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self.pets[id]:Hide()
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end
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end
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end
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return
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end
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if C.unitframes.raidpet.collapse == "1" then
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-- Pack the pets that exist into the leading cells, no gaps.
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local k = 0
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@@ -213,8 +230,13 @@ pfUI:RegisterModule("raid", function ()
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this.tick = GetTime() + 1.0
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this.pendingUpdate = nil
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-- don't proceed without raid
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if not IsInRaid() then return end
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-- Without a raid there is nothing to sort, but a party shown as a raid
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-- grid still needs its pet frames placed and mapped to the party pets.
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if not IsInRaid() then
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this:LayoutPets()
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this:Hide()
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return
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end
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-- clear all existing frames
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for i=1, maxraid do SetRaidIndex(pfUI.uf.raid[i], 0) end
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