some refactoring
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@@ -0,0 +1,209 @@
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local processScanResults
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local processedData;
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function AuctionatorBuySearchButton_OnClick()
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Auctionator_Scan_Start(Auctionator_Scan_CreateQuery{
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name = AuctionatorBuySearchBox:GetText(),
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exactMatch = true,
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onComplete = function(data)
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table.sort(data, function(a,b) return a.buyoutPrice < b.buyoutPrice end)
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scanData = data
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end
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})
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end
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function processScanResults(rawData, auctionItemName)
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processedData = {}
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----- Condense the scan rawData into a table that has only a single entry per stacksize/price combo
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local condData = {}
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for _,rawDatum in ipairs(rawData) do
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local key = "_"..rawDatum.stackSize.."_"..rawDatum.buyoutPrice
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if condData[key] then
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condData[key].count = condData[key].count + 1
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else
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condData[key] = {
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stackSize = rawDatum.stackSize,
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buyoutPrice = rawDatum.buyoutPrice,
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itemPrice = rawDatum.buyoutPrice / rawDatum.stackSize,
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count = 1,
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numYours = rawDatum.owner == UnitName("player") and 1 or 0
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}
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end
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end
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----- create a table of these entries sorted by itemPrice
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local n = 1
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for _,condDatum in pairs(condData) do
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processedData[n] = condDatum
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n = n + 1
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end
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table.sort(processedData, function(a,b) return a.itemPrice < b.itemPrice end)
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end
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-----------------------------------------
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-- These functions were meant to be used for a search sorted by buyout price but that actually seems impossible to implement nicely with the vanilla interface
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-- function Auctionator_AuctionFrameBrowse_Update()
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-- local numBatchAuctions = getn(searchResults)
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-- local totalAuctions = numBatchAuctions
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-- local button, buttonName, iconTexture, itemName, color, itemCount, moneyFrame, buyoutMoneyFrame, buyoutText, buttonHighlight
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-- local offset = FauxScrollFrame_GetOffset(BrowseScrollFrame)
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-- local index
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-- local isLastSlotEmpty
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-- local name, texture, count, quality, canUse, minBid, minIncrement, buyoutPrice, duration, bidAmount, highBidder
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-- BrowseBidButton:Disable()
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-- BrowseBuyoutButton:Disable()
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-- -- Update sort arrows
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-- SortButton_UpdateArrow(BrowseQualitySort, "list", "quality")
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-- SortButton_UpdateArrow(BrowseLevelSort, "list", "level")
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-- SortButton_UpdateArrow(BrowseDurationSort, "list", "duration")
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-- SortButton_UpdateArrow(BrowseHighBidderSort, "list", "status")
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-- SortButton_UpdateArrow(BrowseCurrentBidSort, "list", "bid")
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-- -- Show the no results text if no items found
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-- if numBatchAuctions == 0 then
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-- BrowseNoResultsText:Show()
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-- else
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-- BrowseNoResultsText:Hide()
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-- end
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-- for i=1, NUM_BROWSE_TO_DISPLAY do
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-- index = offset + i
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-- button = getglobal("BrowseButton"..i)
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-- -- Show or hide auction buttons
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-- if index > numBatchAuctions then
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-- button:Hide()
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-- -- If the last button is empty then set isLastSlotEmpty var
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-- if i == NUM_BROWSE_TO_DISPLAY then
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-- isLastSlotEmpty = 1
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-- end
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-- else
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-- button:Show()
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-- buttonName = "BrowseButton"..i
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-- local name, texture, count, quality, canUse, level, minBid, minIncrement, buyoutPrice, bidAmount, highBidder = GetAuctionItemInfo("list", index);
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-- -- duration = GetAuctionItemTimeLeft("list", offset + i)
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-- -- Resize button if there isn't a scrollbar
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-- buttonHighlight = getglobal("BrowseButton"..i.."Highlight")
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-- if numBatchAuctions < NUM_BROWSE_TO_DISPLAY then
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-- button:SetWidth(557)
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-- buttonHighlight:SetWidth(523)
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-- BrowseCurrentBidSort:SetWidth(173)
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-- else
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-- button:SetWidth(532)
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-- buttonHighlight:SetWidth(502)
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-- BrowseCurrentBidSort:SetWidth(157)
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-- end
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-- -- Set name and quality color
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-- color = ITEM_QUALITY_COLORS[searchResults[i].quality]
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-- itemName = getglobal(buttonName.."Name")
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-- itemName:SetText(searchResults[i].name)
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-- itemName:SetVertexColor(color.r, color.g, color.b)
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-- -- Set level
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-- if searchResults[i].level > UnitLevel("player") then
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-- getglobal(buttonName.."Level"):SetText(RED_FONT_COLOR_CODE..level..FONT_COLOR_CODE_CLOSE)
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-- else
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-- getglobal(buttonName.."Level"):SetText(searchResults[i].level)
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-- end
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-- -- Set high bidder
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-- getglobal(buttonName.."HighBidder"):SetText(searchResults[i].highBidder)
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-- -- Set closing time
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-- getglobal(buttonName.."ClosingTimeText"):SetText(AuctionFrame_GetTimeLeftText(searchResults[i].duration))
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-- getglobal(buttonName.."ClosingTime").tooltip = AuctionFrame_GetTimeLeftTooltipText(searchResults[i].duration)
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-- -- Set item texture, count, and usability
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-- iconTexture = getglobal(buttonName.."ItemIconTexture")
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-- iconTexture:SetTexture(searchResults[i].texture)
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-- if not searchResults[i].canUse then
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-- iconTexture:SetVertexColor(1.0, 0.1, 0.1)
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-- else
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-- iconTexture:SetVertexColor(1.0, 1.0, 1.0)
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-- end
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-- itemCount = getglobal(buttonName.."ItemCount")
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-- if searchResults[i].stackSize > 1 then
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-- itemCount:SetText(searchResults[i].stackSize)
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-- itemCount:Show()
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-- else
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-- itemCount:Hide()
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-- end
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-- -- Set high bid
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-- moneyFrame = getglobal(buttonName.."MoneyFrame")
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-- buyoutMoneyFrame = getglobal(buttonName.."BuyoutMoneyFrame")
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-- buyoutText = getglobal(buttonName.."BuyoutText")
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-- -- If not bidAmount set the bid amount to the min bid
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-- if searchResults[i].bidAmount == 0 then
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-- MoneyFrame_Update(moneyFrame:GetName(), searchResults[i].minBid)
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-- else
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-- MoneyFrame_Update(moneyFrame:GetName(), searchResults[i].bidAmount)
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-- end
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-- if searchResults[i].buyoutPrice > 0 then
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-- moneyFrame:SetPoint("RIGHT", buttonName, "RIGHT", 10, 10)
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-- MoneyFrame_Update(buyoutMoneyFrame:GetName(), searchResults[i].buyoutPrice)
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-- buyoutMoneyFrame:Show()
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-- buyoutText:Show()
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-- else
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-- moneyFrame:SetPoint("RIGHT", buttonName, "RIGHT", 10, 3)
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-- buyoutMoneyFrame:Hide()
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-- buyoutText:Hide()
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-- end
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-- -- Set high bidder
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-- local highBidder = searchResults[i].highBidder
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-- if not highBidder then
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-- highBidder = RED_FONT_COLOR_CODE..NO_BIDS..FONT_COLOR_CODE_CLOSE
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-- end
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-- getglobal(buttonName.."HighBidder"):SetText(highBidder)
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-- -- Set highlight
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-- if GetSelectedAuctionItem("list") and (offset + i) == GetSelectedAuctionItem("list") then
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-- button:LockHighlight()
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-- if highBidder ~= UnitName("player") then
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-- BrowseBidButton:Enable()
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-- end
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-- if searchResults[i].buyoutPrice > 0 and searchResults[i].buyoutPrice >= searchResults[i].minBid then
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-- BrowseBuyoutButton:Enable()
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-- AuctionFrame.buyoutPrice = searchResults[i].buyoutPrice
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-- else
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-- AuctionFrame.buyoutPrice = nil
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-- end
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-- -- Set bid
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-- local bidAmount = searchResults[i].bidAmount
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-- if bidAmount > 0 then
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-- bidAmount = bidAmount + searchResults[i].minIncrement
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-- MoneyInputFrame_SetCopper(BrowseBidPrice, bidAmount)
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-- else
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-- MoneyInputFrame_SetCopper(BrowseBidPrice, searchResults[i].minBid)
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-- end
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-- else
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-- button:UnlockHighlight()
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-- end
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-- end
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-- end
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-- BrowsePrevPageButton:Hide()
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-- BrowseNextPageButton:Hide()
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-- BrowseScanCountText:Hide()
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-- FauxScrollFrame_Update(BrowseScrollFrame, numBatchAuctions, NUM_BROWSE_TO_DISPLAY, AUCTIONS_BUTTON_HEIGHT)
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-- end
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local eventFrame = CreateFrame("Frame")
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eventFrame:SetScript("OnUpdate", function()
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end)
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-- eventFrame:RegisterEvent("AUCTION_ITEM_LIST_UPDATE")
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-- eventFrame:SetScript("OnEvent", function(event)
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-- if state == STATE_POSTQUERY then
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-- processQueryResults()
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-- end
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-- end)
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