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Fix pet frame position to avoid overlap with party frames
When in a group, push the pet frame below the party frame stack (120px + members × 52px). When solo, keep it at y=125 (just below the player frame at ~110px).
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1 changed files with 9 additions and 2 deletions
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@ -1831,8 +1831,15 @@ void GameScreen::renderPetFrame(game::GameHandler& gameHandler) {
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auto* petUnit = dynamic_cast<game::Unit*>(petEntity.get());
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if (!petUnit) return;
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// Position below the player frame (player frame is at y=30)
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ImGui::SetNextWindowPos(ImVec2(10.0f, 135.0f), ImGuiCond_Always);
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// Position below player frame. If in a group, push below party frames
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// (party frame at y=120, each member ~50px, up to 4 members → max ~320px + y=120 = ~440).
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// When not grouped, the player frame ends at ~110px so y=125 is fine.
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const int partyMemberCount = gameHandler.isInGroup()
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? static_cast<int>(gameHandler.getPartyData().members.size()) : 0;
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float petY = (partyMemberCount > 0)
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? 120.0f + partyMemberCount * 52.0f + 8.0f
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: 125.0f;
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ImGui::SetNextWindowPos(ImVec2(10.0f, petY), ImGuiCond_Always);
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ImGui::SetNextWindowSize(ImVec2(200.0f, 0.0f), ImGuiCond_Always);
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ImGuiWindowFlags flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
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