fix: temp disable red overlay on unusable item
This commit is contained in:
+1
-6
@@ -164,9 +164,6 @@ local function GetClassColor(classToken)
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return 1.0, 1.0, 1.0
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end
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-- Add armor usability info (red type indicator when current character can't equip)
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-- Removed: Usability info line in tooltip per user request
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function Tooltip:AddInventoryInfo(tooltip, link)
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-- Check if database is properly initialized and has the expected structure
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if not Guda_DB or type(Guda_DB) ~= "table" then
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@@ -220,9 +217,7 @@ function Tooltip:AddInventoryInfo(tooltip, link)
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local totalCount = totalBags + totalBank + totalEquipped
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-- Usability indicator removed per user request
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if hasAnyItems then
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if hasAnyItems then
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-- Top padding above the Inventory block (~10-12px visually)
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tooltip:AddLine(" ")
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-108
@@ -433,112 +433,4 @@ function Utils:IsEquipment(itemLink)
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end
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return false
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end
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-- Determine if an armor item is usable by the current player (class/level restrictions)
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-- Returns two values:
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-- isArmor (boolean): true if the item is in the Armor category
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-- canUse (boolean): whether the current character can equip this armor type right now
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function Utils:IsArmorUsableByPlayer(itemLink)
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if not itemLink then return false, false end
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local itemID = self:ExtractItemID(itemLink)
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if not itemID then return false, false end
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local itemName, _, itemRarity, itemLevel, itemCategory, itemType, itemStackCount, itemSubType = self:GetItemInfoSafe(itemID)
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if not itemCategory or string.lower(itemCategory) ~= "armor" then
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return false, false
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end
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-- Normalize subtype (e.g., "Cloth", "Leather", "Mail", "Plate", "Shield")
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local subtype = itemSubType or ""
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-- Player info
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local _, class = UnitClass("player")
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local level = UnitLevel and UnitLevel("player") or 1
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-- Rules based on Vanilla/TurtleWoW standards
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-- Before level 40, some classes only use lighter armor; after 40, upgrades apply
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local function isAllowedArmorForClass()
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if class == "MAGE" or class == "PRIEST" or class == "WARLOCK" then
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return subtype == "Cloth"
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elseif class == "ROGUE" or class == "DRUID" then
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return subtype == "Leather"
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elseif class == "HUNTER" or class == "SHAMAN" then
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if level >= 40 then
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return subtype == "Mail"
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else
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return subtype == "Leather"
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end
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elseif class == "PALADIN" or class == "WARRIOR" then
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if level >= 40 then
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return subtype == "Plate"
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else
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return subtype == "Mail"
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end
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end
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return false
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end
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-- Shields usability
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local function isAllowedShield()
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if subtype ~= "Shield" then return false end
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return class == "WARRIOR" or class == "PALADIN" or class == "SHAMAN"
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end
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local canUse = isAllowedArmorForClass() or isAllowedShield()
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return true, canUse
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end
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-- Determine if an armor item is permanently unusable by the player's class
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-- Ignores temporary level-based proficiency (e.g., Hunter <40 with Mail is considered usable eventually)
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-- Returns two values:
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-- isArmor (boolean): true if the item is in the Armor category
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-- isPermanentlyUnusable (boolean): true if the player's class can never equip this armor subtype at any level
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function Utils:IsArmorPermanentlyUnusableByClass(itemLink)
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if not itemLink then return false, false end
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local itemID = self:ExtractItemID(itemLink)
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if not itemID then return false, false end
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local _, _, _, _, itemCategory, _, _, itemSubType = self:GetItemInfoSafe(itemID)
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if not itemCategory or string.lower(itemCategory) ~= "armor" then
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return false, false
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end
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local subtype = itemSubType or ""
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-- Class info
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local _, class = UnitClass("player")
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-- Special case: Shields
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if subtype == "Shield" then
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local shieldAllowed = (class == "WARRIOR" or class == "PALADIN" or class == "SHAMAN")
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return true, not shieldAllowed
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end
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-- Armor hierarchy
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local rank = { Cloth = 1, Leather = 2, Mail = 3, Plate = 4 }
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local itemRank = rank[subtype]
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if not itemRank then
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-- Unknown subtype within Armor
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return true, true
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end
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-- Determine maximum armor rank per class (eventual, ignoring current level)
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local maxRankByClass = {
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MAGE = 1, PRIEST = 1, WARLOCK = 1,
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ROGUE = 2, DRUID = 2,
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HUNTER = 3, SHAMAN = 3,
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PALADIN = 4, WARRIOR = 4,
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}
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local maxRank = maxRankByClass[class]
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if not maxRank then
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-- Unknown class: be safe and mark as unusable
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return true, true
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end
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local permanentlyUnusable = itemRank > maxRank
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return true, permanentlyUnusable
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end
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@@ -109,15 +109,6 @@ function Guda_ItemButton_OnLoad(self)
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self.questIcon = iconFrame
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end
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-- Create unusable overlay (semi-transparent red fill over the icon)
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if not self.unusableOverlay then
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local overlay = self:CreateTexture(nil, "OVERLAY")
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overlay:SetTexture("Interface\\Buttons\\WHITE8X8")
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overlay:SetVertexColor(1, 0, 0, 0.35) -- semi-transparent red
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overlay:Hide()
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self.unusableOverlay = overlay
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end
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-- Ensure the item button sits above its container backdrop and is mouse-enabled
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local parent = self:GetParent()
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if parent and parent.GetFrameLevel then
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@@ -458,24 +449,6 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
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elseif Guda and Guda.Modules and Guda.Modules.Utils and Guda.Modules.Utils.GetQualityColor then
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r, g, b = Guda.Modules.Utils:GetQualityColor(itemQuality)
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end
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-- If the item is armor and is permanently unusable by class, force a red border/overlay
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-- Only applies to current character's live/readwrite view (not other characters or read-only)
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local isArmorUnusable = false
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if not self.otherChar and not self.isReadOnly then
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local isArmor, permanentlyUnusable
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if addon and addon.Modules and addon.Modules.Utils and addon.Modules.Utils.IsArmorPermanentlyUnusableByClass then
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isArmor, permanentlyUnusable = addon.Modules.Utils:IsArmorPermanentlyUnusableByClass(itemLink)
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elseif Guda and Guda.Modules and Guda.Modules.Utils and Guda.Modules.Utils.IsArmorPermanentlyUnusableByClass then
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isArmor, permanentlyUnusable = Guda.Modules.Utils:IsArmorPermanentlyUnusableByClass(itemLink)
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end
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isArmorUnusable = (isArmor and permanentlyUnusable == true)
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end
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if isArmorUnusable then
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r, g, b = 1, 0, 0
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end
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self.qualityBorder:SetBackdropBorderColor(r, g, b, 1)
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self.qualityBorder:Show()
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else
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@@ -506,51 +479,12 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
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end
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end
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-- Show or hide unusable overlay, and keep it aligned to icon
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do
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local showOverlay = false
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if not self.otherChar and not self.isReadOnly and itemLink then
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local isArmor, permanentlyUnusable
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if addon and addon.Modules and addon.Modules.Utils and addon.Modules.Utils.IsArmorPermanentlyUnusableByClass then
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isArmor, permanentlyUnusable = addon.Modules.Utils:IsArmorPermanentlyUnusableByClass(itemLink)
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elseif Guda and Guda.Modules and Guda.Modules.Utils and Guda.Modules.Utils.IsArmorPermanentlyUnusableByClass then
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isArmor, permanentlyUnusable = Guda.Modules.Utils:IsArmorPermanentlyUnusableByClass(itemLink)
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end
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showOverlay = (isArmor and permanentlyUnusable == true)
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end
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if self.unusableOverlay then
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local iconTexture = getglobal(self:GetName().."IconTexture") or self.icon or self.IconTexture
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if iconTexture and iconTexture.IsShown and iconTexture:IsShown() then
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self.unusableOverlay:ClearAllPoints()
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self.unusableOverlay:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", 0, 0)
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self.unusableOverlay:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 0, 0)
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else
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-- Fallback to entire button
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self.unusableOverlay:ClearAllPoints()
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self.unusableOverlay:SetPoint("TOPLEFT", self, "TOPLEFT", 5, -5)
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self.unusableOverlay:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", -5, 5)
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end
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if showOverlay then
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self.unusableOverlay:Show()
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else
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self.unusableOverlay:Hide()
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end
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end
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end
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self:Show()
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else
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self.hasItem = false
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-- For empty slots, clear the icon texture
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SetItemButtonTexture(self, nil)
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-- Ensure unusable overlay is hidden when no item
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if self.unusableOverlay then
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self.unusableOverlay:Hide()
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end
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-- Hide NormalTexture for empty slots (we use EmptySlotBg instead)
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self:SetNormalTexture("")
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local normalBorder = getglobal(self:GetName().."NormalTexture")
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