fix: include CoA custom classes in portrait/totems/raid-grouping
portrait.lua: guard CLASS_ICON_TCOORDS[classToken] lookup. CoA custom classes (Witchdoctor, Templar, …) have no entry in the vanilla CLASS_ICON_TCOORDS table, so the old SetTexCoord call crashed with a nil-index whenever a custom-class unit was shown. Cache the lookup into a local and fall through to blank texture on miss. totems.lua: file-level class gate registered the totem bar only for SHAMAN (and a 1-slot DK guardian variant), locking out Witchdoctor and any future CoA totem class. Probe MAX_TOTEMS > 1 / HasMultiCastActionBar (Bartender's pattern) and register without a class filter when the player has the multi-cast totem bar, so any CoA totem class picks it up. units.lua: raid-header groupingOrder was the hardcoded 10-class vanilla string, which dumped the 11 CoA custom classes into an unsorted tail when GROUP BY CLASS was active. Build the order dynamically from RAID_CLASS_COLORS (CoA populates this with all 21 classes via the CUSTOM_CLASS_COLORS mechanism) at the call site.
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@@ -70,10 +70,12 @@ function Portrait:Update(frame, event)
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-- Use class thingy
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if( type == "class" ) then
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local classToken = select(2, UnitClass(frame.unitOwner))
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if( classToken ) then
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local coords = classToken and CLASS_ICON_TCOORDS[classToken]
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if( coords ) then
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frame.portrait:SetTexture("Interface\\Glues\\CharacterCreate\\UI-CharacterCreate-Classes")
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frame.portrait:SetTexCoord(CLASS_ICON_TCOORDS[classToken][1], CLASS_ICON_TCOORDS[classToken][2], CLASS_ICON_TCOORDS[classToken][3], CLASS_ICON_TCOORDS[classToken][4])
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frame.portrait:SetTexCoord(coords[1], coords[2], coords[3], coords[4])
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else
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-- CoA custom classes (Witchdoctor/Templar/…) have no CLASS_ICON_TCOORDS entry; blank instead of crash
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frame.portrait:SetTexture("")
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end
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-- Use 2D character image
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