category view issues
This commit is contained in:
+38
-48
@@ -14,6 +14,7 @@ local searchText = ""
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local isReadOnlyMode = false -- Track if viewing saved bank (read-only) or live bank (interactive)
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local hiddenBankBags = {} -- Track which bank bags are hidden (bagID -> true/false)
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local bankBagParents = {} -- Parent frames per bank bag (same approach as BagFrame)
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local bankSlotToButton = {} -- Fast O(1) lookup: bankSlotToButton[bagID][slotID] = button
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-- Global click catcher for clearing bank search focus
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local bankClickCatcher = nil
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@@ -135,18 +136,9 @@ function BankFrame:UpdateSingleSlot(bagID, slotID)
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if not Guda_BankFrame:IsShown() then return false end
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if currentViewChar then return false end -- Can't do single-slot for other characters
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-- Find the button for this slot
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local bankBagParent = bankBagParents[bagID]
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if not bankBagParent or not bankBagParent.itemButtons then return false end
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local targetButton = nil
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for button in pairs(bankBagParent.itemButtons) do
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if button.bagID == bagID and button.slotID == slotID then
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targetButton = button
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break
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end
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end
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-- O(1) button lookup using hash table
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if not bankSlotToButton[bagID] then return false end
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local targetButton = bankSlotToButton[bagID][slotID]
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if not targetButton then return false end
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-- Get fresh item data for this slot
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@@ -190,22 +182,16 @@ function BankFrame:UpdateChangedSlots(bagID)
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if not Guda_BankFrame:IsShown() then return -1 end
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if currentViewChar then return -1 end
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local bankBagParent = bankBagParents[bagID]
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if not bankBagParent or not bankBagParent.itemButtons then return -1 end
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-- Check if we have the slot lookup table for this bag
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if not bankSlotToButton[bagID] then return -1 end
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local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID)
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if not numSlots or numSlots == 0 then return -1 end
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local updatedCount = 0
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for slotID = 1, numSlots do
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-- Find button for this slot
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local targetButton = nil
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for button in pairs(bankBagParent.itemButtons) do
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if button.bagID == bagID and button.slotID == slotID then
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targetButton = button
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break
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end
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end
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-- O(1) button lookup using hash table
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local targetButton = bankSlotToButton[bagID][slotID]
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if not targetButton then
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-- Button not found, need full redraw
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@@ -302,7 +288,7 @@ function BankFrame:Update()
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end
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-- Mark all existing buttons as not in use (we'll mark active ones during display)
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-- Mark all existing buttons as not in use (we'll mark active ones during display)
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-- Also clear the slot lookup table for fresh rebuild
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for _, bankBagParent in pairs(bankBagParents) do
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if bankBagParent and bankBagParent.itemButtons then
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for button in pairs(bankBagParent.itemButtons) do
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@@ -312,6 +298,9 @@ function BankFrame:Update()
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end
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end
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end
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for k in pairs(bankSlotToButton) do
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bankSlotToButton[k] = nil
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end
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-- Determine if we're in read-only mode:
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-- - If viewing another character → read-only
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@@ -522,6 +511,9 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
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local matchesFilter = self:PassesSearchFilter(itemData)
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Guda_ItemButton_SetItem(button, bagID, slot, itemData, true, isOtherChar and charName or nil, matchesFilter, isOtherChar or isReadOnlyMode)
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button.inUse = true
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-- Populate slot lookup for O(1) access
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if not bankSlotToButton[bagID] then bankSlotToButton[bagID] = {} end
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bankSlotToButton[bagID][slot] = button
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col = col + 1
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if col >= blockCols then
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@@ -580,8 +572,11 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
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if numItems > 0 then
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if sec.name == "Tools" then
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table.sort(items, function(a, b)
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if a.itemData.quality ~= b.itemData.quality then
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return a.itemData.quality > b.itemData.quality
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-- Guard against nil entries
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if not a or not a.itemData then return false end
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if not b or not b.itemData then return true end
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if (a.itemData.quality or 0) ~= (b.itemData.quality or 0) then
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return (a.itemData.quality or 0) > (b.itemData.quality or 0)
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end
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return (a.itemData.name or "") < (b.itemData.name or "")
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end)
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@@ -642,7 +637,10 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
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button:Show()
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Guda_ItemButton_SetItem(button, item.bagID, item.slotID, item.itemData, true, isOtherChar and charName or nil, self:PassesSearchFilter(item.itemData), isOtherChar or isReadOnlyMode)
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button.inUse = true
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-- Populate slot lookup for O(1) access
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if not bankSlotToButton[item.bagID] then bankSlotToButton[item.bagID] = {} end
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bankSlotToButton[item.bagID][item.slotID] = button
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sCol = sCol + 1
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if sCol >= blockCols then
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sCol = 0
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@@ -795,6 +793,9 @@ function BankFrame:DisplayItems(bankData, isOtherChar, charName)
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button:SetPoint("TOPLEFT", itemContainer, "TOPLEFT", xPos, yPos)
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Guda_ItemButton_SetItem(button, bagID, slot, itemData, true, isOtherChar and charName or nil, matchesFilter, isReadOnlyMode)
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-- Populate slot lookup for O(1) access
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if not bankSlotToButton[bagID] then bankSlotToButton[bagID] = {} end
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bankSlotToButton[bagID][slot] = button
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col = col + 1
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if col >= perRow then
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@@ -1229,7 +1230,9 @@ function Guda_BankFrame_MergeStacks()
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if table.getn(group.stacks) > 1 then
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-- Sort stacks: larger stacks first (targets), smaller stacks last (sources)
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table.sort(group.stacks, function(a, b)
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return a.count > b.count
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if not a then return false end
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if not b then return true end
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return (a.count or 0) > (b.count or 0)
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end)
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local sourceLoopStart = table.getn(group.stacks)
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@@ -1730,11 +1733,9 @@ function BankFrame:Initialize()
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-- arg1 is the slot number (1-28 for main bank)
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-- Try single-slot update if not sorting
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if not isSorting then
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-- Invalidate cache for fresh data
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-- Invalidate bag scanner cache for fresh slot data
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-- NOTE: Don't clear ItemDetection cache - item properties don't change on move
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addon.Modules.BankScanner:InvalidateBag(-1)
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if addon.Modules.ItemDetection then
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addon.Modules.ItemDetection:ClearCache()
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end
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-- Try single-slot update
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if BankFrame:UpdateSingleSlot(-1, arg1) then
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return -- Success, no full redraw needed
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@@ -1742,30 +1743,21 @@ function BankFrame:Initialize()
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end
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-- Fallback: full redraw (sorting or single-slot failed)
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addon.Modules.BankScanner:InvalidateBag(-1)
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if addon.Modules.ItemDetection then
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addon.Modules.ItemDetection:ClearCache()
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end
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elseif event == "BAG_UPDATE" and arg1 then
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-- Check if this is a bank bag (5-10)
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if arg1 >= 5 and arg1 <= 10 then
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-- Invalidate bag scanner cache for fresh slot data
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-- NOTE: Don't clear ItemDetection cache - item properties don't change on move
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addon.Modules.BankScanner:InvalidateBag(arg1)
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-- Try incremental update if not sorting
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if not isSorting then
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addon.Modules.BankScanner:InvalidateBag(arg1)
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if addon.Modules.ItemDetection then
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addon.Modules.ItemDetection:ClearCache()
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end
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-- Try to update only changed slots
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local result = BankFrame:UpdateChangedSlots(arg1)
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if result >= 0 then
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return -- Success, no full redraw needed
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end
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-- Fall through to full redraw
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else
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-- Sorting in progress - invalidate for full redraw
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addon.Modules.BankScanner:InvalidateBag(arg1)
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if addon.Modules.ItemDetection then
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addon.Modules.ItemDetection:ClearCache()
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end
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end
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else
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-- Not a bank bag, ignore for bank frame
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@@ -1773,11 +1765,9 @@ function BankFrame:Initialize()
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end
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elseif event == "PLAYERBANKBAGSLOTS_CHANGED" then
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-- Bank container slot changed (bag added/removed)
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-- Must clear entire cache since bag structure changed
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-- Clear bag scanner cache since structure changed
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-- NOTE: Don't clear ItemDetection cache - item properties don't change
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addon.Modules.BankScanner:ClearCache()
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if addon.Modules.ItemDetection then
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addon.Modules.ItemDetection:ClearCache()
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end
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end
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-- Slightly longer delay to ensure WoW API has updated
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