you called
Lua Code:
self:SetCustomPinEnabled( pinType, true )
but defined
Lua Code:
function CustomMapPins:RefreshCustomPins(pinType)
ZO_WorldMap_RefreshCustomPinsOfType(_G[pinType])
end
this should be
Lua Code:
function CustomMapPins:RefreshCustomPins(pinType, bool)
ZO_WorldMap_RefreshCustomPinsOfType(_G[pinType], bool)
end
which then results in an attempt to index nil value error in
Lua Code:
local drawCallback = function(pinManager)
-- Get the zone the player is in
-- this is how the gatherer addon gets it so hopefully it is correct
local pinZone = GetUnitZone("player") --GetMapName()
-- Get the existing pin data for the current type and zone
-- And recreate the pins as we have just redrawn the map
local harvestData = XMPins.Data[pinType][pinZone]
for i,v in pairs(harvestData) do
pinManager:CreatePin(_G[pinType], v.key, v.x, v.y, v.radius)
end
end
as XMPins.Data is still an empty table.
you probably want to iterate over SVData.