477 lines
14 KiB
Lua
477 lines
14 KiB
Lua
-- Guda Tooltip Module - Lua 5.0 Compatible
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local addon = Guda
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local Tooltip = {}
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addon.Modules.Tooltip = Tooltip
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-- Helper function to get item ID from link (Lua 5.0 compatible)
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local function GetItemIDFromLink(link)
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if not link then return nil end
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local _, _, itemID = strfind(link, "item:(%d+):?")
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return itemID and tonumber(itemID) or nil
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end
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local function CountCurrentCharacterItems(itemID)
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local bagCount = 0
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local bankCount = 0
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local equippedCount = 0
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-- Count current character's bags in real-time
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for bagID = 0, 4 do
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local numSlots = GetContainerNumSlots(bagID)
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for slot = 1, numSlots do
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local link = GetContainerItemLink(bagID, slot)
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if link then
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local slotItemID = GetItemIDFromLink(link)
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if slotItemID == itemID then
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local _, count = GetContainerItemInfo(bagID, slot)
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bagCount = bagCount + (count or 1)
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end
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end
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end
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end
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-- Count current character's bank in real-time if bank is open
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local bankFrame = getglobal("BankFrame")
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if bankFrame and bankFrame:IsVisible() then
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-- Main bank slots (-1)
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local numMainSlots = GetContainerNumSlots(-1) or 24
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for slot = 1, numMainSlots do
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local link = GetContainerItemLink(-1, slot)
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if link then
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local slotItemID = GetItemIDFromLink(link)
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if slotItemID == itemID then
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local _, count = GetContainerItemInfo(-1, slot)
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bankCount = bankCount + (count or 1)
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end
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end
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end
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-- Bank bags (5-11)
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for bagID = 5, 11 do
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local numSlots = GetContainerNumSlots(bagID)
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if numSlots and numSlots > 0 then
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for slot = 1, numSlots do
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local link = GetContainerItemLink(bagID, slot)
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if link then
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local slotItemID = GetItemIDFromLink(link)
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if slotItemID == itemID then
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local _, count = GetContainerItemInfo(bagID, slot)
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bankCount = bankCount + (count or 1)
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end
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end
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end
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end
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end
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else
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-- Bank not open - use saved data for bank counts
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local playerName = addon.Modules.DB:GetPlayerFullName()
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local charData = Guda_DB and Guda_DB.characters and Guda_DB.characters[playerName]
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if charData and charData.bank and type(charData.bank) == "table" then
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for bagID, bagData in pairs(charData.bank) do
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if bagData and type(bagData) == "table" and bagData.slots and type(bagData.slots) == "table" then
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for slotID, itemData in pairs(bagData.slots) do
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if itemData and type(itemData) == "table" and itemData.link then
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local slotItemID = GetItemIDFromLink(itemData.link)
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if slotItemID == itemID then
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bankCount = bankCount + (itemData.count or 1)
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end
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end
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end
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end
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end
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end
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end
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-- Count equipped items in real-time
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for slotID = 1, 19 do -- All equipment slots
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local link = GetInventoryItemLink("player", slotID)
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if link then
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local slotItemID = GetItemIDFromLink(link)
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if slotItemID == itemID then
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equippedCount = equippedCount + 1
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end
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end
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end
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return bagCount, bankCount, equippedCount
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end
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-- Count items for a specific character with real-time data for current character
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local function CountItemsForCharacter(itemID, characterData, isCurrentChar)
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-- For current character, use real-time counting to avoid database sync issues
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if isCurrentChar then
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return CountCurrentCharacterItems(itemID)
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end
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-- For other characters, use saved data
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local bagCount = 0
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local bankCount = 0
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local equippedCount = 0
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-- Count bags from saved data
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if characterData.bags and type(characterData.bags) == "table" then
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for bagID, bagData in pairs(characterData.bags) do
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if bagData and type(bagData) == "table" and bagData.slots and type(bagData.slots) == "table" then
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for slotID, itemData in pairs(bagData.slots) do
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if itemData and type(itemData) == "table" and itemData.link then
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local slotItemID = GetItemIDFromLink(itemData.link)
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if slotItemID == itemID then
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bagCount = bagCount + (itemData.count or 1)
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end
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end
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end
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end
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end
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end
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-- Count bank from saved data
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if characterData.bank and type(characterData.bank) == "table" then
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for bagID, bagData in pairs(characterData.bank) do
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if bagData and type(bagData) == "table" and bagData.slots and type(bagData.slots) == "table" then
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for slotID, itemData in pairs(bagData.slots) do
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if itemData and type(itemData) == "table" and itemData.link then
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local slotItemID = GetItemIDFromLink(itemData.link)
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if slotItemID == itemID then
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bankCount = bankCount + (itemData.count or 1)
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end
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end
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end
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end
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end
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end
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-- Count equipped items from saved data
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if characterData.equipped and type(characterData.equipped) == "table" then
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for slotName, itemData in pairs(characterData.equipped) do
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if itemData and type(itemData) == "table" and itemData.link then
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local slotItemID = GetItemIDFromLink(itemData.link)
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if slotItemID == itemID then
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equippedCount = equippedCount + 1
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end
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end
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end
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end
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return bagCount, bankCount, equippedCount
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end
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-- Get class color
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local function GetClassColor(classToken)
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if not classToken then return 1.0, 1.0, 1.0 end
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local color = RAID_CLASS_COLORS[classToken]
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if color then return color.r, color.g, color.b end
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return 1.0, 1.0, 1.0
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end
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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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return
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end
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-- Safely check characters - it might be nil or a string during early initialization
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if not Guda_DB.characters or type(Guda_DB.characters) ~= "table" then
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-- If characters is a string or nil, just return silently
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return
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end
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local itemID = GetItemIDFromLink(link)
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if not itemID then
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return
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end
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local totalBags = 0
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local totalBank = 0
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local totalEquipped = 0
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local characterCounts = {}
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local hasAnyItems = false
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local currentPlayerName = addon.Modules.DB:GetPlayerFullName()
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local currentRealm = GetRealmName()
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-- Count items across characters on current realm only
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for charName, charData in pairs(Guda_DB.characters) do
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-- Ensure charData is actually a table and on current realm
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if type(charData) == "table" and charData.realm == currentRealm then
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local isCurrentChar = (charName == currentPlayerName)
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local bagCount, bankCount, equippedCount = CountItemsForCharacter(itemID, charData, isCurrentChar)
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if bagCount > 0 or bankCount > 0 or equippedCount > 0 then
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hasAnyItems = true
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totalBags = totalBags + bagCount
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totalBank = totalBank + bankCount
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totalEquipped = totalEquipped + equippedCount
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table.insert(characterCounts, {
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name = charData.name or charName,
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classToken = charData.classToken,
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bagCount = bagCount,
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bankCount = bankCount,
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equippedCount = equippedCount,
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isCurrent = isCurrentChar
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})
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end
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end
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-- If charData is not a table (string, number, etc.), just skip it
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end
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local totalCount = totalBags + totalBank + totalEquipped
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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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-- Inventory label in exact bag frame title color
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tooltip:AddLine("|cFFFFD200Inventory|r")
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-- Total line with cyan label and white count
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local totalText = "|cFF00FFFFTotal|r: |cFFFFFFFF" .. totalCount .. "|r"
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local breakdownText = "(|cFF00FFFFBags|r: |cFFFFFFFF" .. totalBags .. "|r | |cFF00FFFFBank|r: |cFFFFFFFF" .. totalBank .. "|r)"
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tooltip:AddDoubleLine(totalText, breakdownText, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0)
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-- Sort with current character first
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table.sort(characterCounts, function(a, b)
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if a.isCurrent and not b.isCurrent then return true end
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if not a.isCurrent and b.isCurrent then return false end
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return a.name < b.name
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end)
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for _, charInfo in ipairs(characterCounts) do
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local r, g, b = GetClassColor(charInfo.classToken)
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local countText = ""
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local parts = {}
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if charInfo.bagCount > 0 then
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table.insert(parts, "|cFF00FFFFBags|r: |cFFFFFFFF" .. charInfo.bagCount .. "|r")
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end
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if charInfo.bankCount > 0 then
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table.insert(parts, "|cFF00FFFFBank|r: |cFFFFFFFF" .. charInfo.bankCount .. "|r")
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end
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if charInfo.equippedCount > 0 then
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table.insert(parts, "|cFF00FFFFEquipped|r: |cFFFFFFFF" .. charInfo.equippedCount .. "|r")
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end
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if getn(parts) > 0 then
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countText = table.concat(parts, " | ")
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end
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-- Mark current character
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local displayName = charInfo.name
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if charInfo.isCurrent then
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displayName = displayName .. " |cFFFFFF00(*)|r"
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end
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tooltip:AddDoubleLine(displayName, countText, r, g, b, 1.0, 1.0, 1.0)
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end
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-- Bottom padding below the Inventory block (~10-12px visually)
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tooltip:AddLine(" ")
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tooltip:Show()
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end
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end
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function Tooltip:Initialize()
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addon:Print("Initializing tooltip module...")
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-- Helper function to defer vendor money so we can insert our Inventory block above it
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local Orig_SetTooltipMoney = SetTooltipMoney
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-- Move the tooltip money frame(s) vertically to fine-tune their position under our custom block
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local function AdjustMoneyFrames(tooltip, yOffset)
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if not tooltip or not tooltip.GetName then return end
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local baseName = tooltip:GetName()
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if not baseName then return end
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-- Collect potential money frame names used by WoW tooltips
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local candidates = {}
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-- Primary money frame
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tinsert(candidates, baseName .. "MoneyFrame")
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-- Sometimes multiple money frames are created with numeric suffixes
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for i = 1, 8 do
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tinsert(candidates, baseName .. "MoneyFrame" .. i)
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tinsert(candidates, baseName .. "SmallMoneyFrame" .. i)
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end
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for i = 1, getn(candidates) do
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local f = getglobal(candidates[i])
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if f and f:IsShown() and f.GetPoint then
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local point, relTo, relPoint, xOfs, yOfs = f:GetPoint(1)
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if point then
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f:SetPoint(point, relTo, relPoint, xOfs or 0, (yOfs or 0) + (yOffset or 0))
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end
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end
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end
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end
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local function WithDeferredMoney(tooltip, buildFunc)
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local queue = {}
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-- Temporarily override global SetTooltipMoney
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SetTooltipMoney = function(frame, money, a1, a2, a3, a4, a5)
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if frame == tooltip then
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tinsert(queue, {frame, money, a1, a2, a3, a4, a5})
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else
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Orig_SetTooltipMoney(frame, money, a1, a2, a3, a4, a5)
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end
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end
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-- Perform the original population + our Inventory augmentation
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local ret = buildFunc()
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-- Restore and flush queued money so it appears after our Inventory block
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SetTooltipMoney = Orig_SetTooltipMoney
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for i = 1, getn(queue) do
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local q = queue[i]
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Orig_SetTooltipMoney(q[1], q[2], q[3], q[4], q[5], q[6], q[7])
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end
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-- Add ~5px more space below the Inventory block by reducing the upward nudge from 15px to 10px
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AdjustMoneyFrames(tooltip, 12)
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return ret
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end
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-- Hook SetBagItem
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local oldSetBagItem = GameTooltip.SetBagItem
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local oldSetInventoryItem = GameTooltip.SetInventoryItem
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function GameTooltip:SetBagItem(bag, slot)
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return WithDeferredMoney(self, function()
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local bankFrame = getglobal("BankFrame")
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if bag == -1 and bankFrame and bankFrame:IsVisible() then
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local invSlot = BankButtonIDToInvSlotID(slot)
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if invSlot then
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-- Use the inventory item method for bank main bag
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local ret = oldSetInventoryItem(self, "player", invSlot)
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local link = GetInventoryItemLink("player", invSlot)
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if link then
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Tooltip:AddInventoryInfo(self, link)
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end
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return ret
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end
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return nil
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else
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local ret = oldSetBagItem(self, bag, slot)
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local link = GetContainerItemLink(bag, slot)
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if link then
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Tooltip:AddInventoryInfo(self, link)
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end
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return ret
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end
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end)
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end
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-- Hook SetHyperlink for hyperlinks from chat and cached links
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local oldSetHyperlink = GameTooltip.SetHyperlink
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function GameTooltip:SetHyperlink(link)
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return WithDeferredMoney(self, function()
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local _, _, inner = string.find(link or "", "|H(.+)|h")
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local forwarded = link
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local itemLinkForCounts = link
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if inner then
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forwarded = inner
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if strfind(inner, "^item:") then
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itemLinkForCounts = inner
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end
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end
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local ret = oldSetHyperlink(self, forwarded)
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if itemLinkForCounts and strfind(itemLinkForCounts, "item:") then
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Tooltip:AddInventoryInfo(self, itemLinkForCounts)
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end
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return ret
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end)
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end
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-- Hook SetInventoryItem for character paperdoll
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local oldSetInventoryItem = GameTooltip.SetInventoryItem
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function GameTooltip:SetInventoryItem(unit, slot)
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return WithDeferredMoney(self, function()
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local ret = oldSetInventoryItem(self, unit, slot)
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local link = GetInventoryItemLink(unit, slot)
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if link then
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Tooltip:AddInventoryInfo(self, link)
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end
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return ret
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end)
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end
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-- Hook SetLootItem for loot windows
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local oldSetLootItem = GameTooltip.SetLootItem
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function GameTooltip:SetLootItem(slot)
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return WithDeferredMoney(self, function()
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local ret = oldSetLootItem(self, slot)
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local link = GetLootSlotLink(slot)
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if link then
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Tooltip:AddInventoryInfo(self, link)
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end
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return ret
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end)
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end
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-- Hook SetQuestItem for quest rewards
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local oldSetQuestItem = GameTooltip.SetQuestItem
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function GameTooltip:SetQuestItem(itemType, index)
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return WithDeferredMoney(self, function()
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local ret = oldSetQuestItem(self, itemType, index)
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local link = GetQuestItemLink(itemType, index)
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if link then
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Tooltip:AddInventoryInfo(self, link)
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end
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return ret
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end)
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end
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-- Hook SetMerchantItem for vendor items
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local oldSetMerchantItem = GameTooltip.SetMerchantItem
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function GameTooltip:SetMerchantItem(index)
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return WithDeferredMoney(self, function()
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local ret = oldSetMerchantItem(self, index)
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local link = GetMerchantItemLink(index)
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if link then
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Tooltip:AddInventoryInfo(self, link)
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end
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return ret
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end)
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end
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-- Hook SetAuctionItem for auction house
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local oldSetAuctionItem = GameTooltip.SetAuctionItem
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function GameTooltip:SetAuctionItem(type, index)
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return WithDeferredMoney(self, function()
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local ret = oldSetAuctionItem(self, type, index)
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local link = GetAuctionItemLink(type, index)
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if link then
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Tooltip:AddInventoryInfo(self, link)
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end
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return ret
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end)
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end
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-- Also hook ItemRefTooltip for chat links
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if ItemRefTooltip then
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local oldItemRefSetHyperlink = ItemRefTooltip.SetHyperlink
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function ItemRefTooltip:SetHyperlink(link)
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return WithDeferredMoney(self, function()
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local ret = oldItemRefSetHyperlink(self, link)
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if link and strfind(link, "item:") then
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Tooltip:AddInventoryInfo(self, link)
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end
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return ret
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end)
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end
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end
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-- Clear cache function
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function Tooltip:ClearCache()
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addon:Debug("Tooltip cache cleared")
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end
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-- Clear cache on bag updates
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local frame = CreateFrame("Frame")
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frame:RegisterEvent("BAG_UPDATE")
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frame:SetScript("OnEvent", function()
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if event == "BAG_UPDATE" then
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Tooltip:ClearCache()
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end
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end)
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addon:Print("Tooltip integration enabled - Inventory displays above vendor price")
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end |