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refactor(lua): ItemUtil.lua is Item.lua
The file holds retail's Item mixin (Blizzard_ObjectAPI/Mainline/Item.lua) and its ItemEventListener, not retail's ItemUtil, so it takes Item.lua's name. No code changes.
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@@ -41,7 +41,7 @@ Util\ColorUtil.lua
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Util\ItemLocation.lua
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Util\PlayerLocation.lua
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Util\EventUtil.lua
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Util\ItemUtil.lua
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Util\Item.lua
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Util\AddOnCompat.lua
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Util\FunctionUtil.lua
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Util\CacheUtil.lua
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+1
-1
@@ -42,7 +42,7 @@ static int __fastcall Script_C_Item_DoesItemExist(void *L) {
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// optimistically accept any positive itemID; callers needing the
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// "is the cache populated?" check should use `IsItemDataCachedByID`.
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//
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// This split matters for `ItemMixin:IsItemEmpty` (FrameXML ItemUtil),
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// This split matters for `ItemMixin:IsItemEmpty` (Util/Item.lua),
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// which uses `DoesItemExistByID` to gate `ContinueOnItemLoad` — the
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// whole point of `ContinueOnItemLoad` is to wait for an uncached item
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// to load, so the existence check must succeed for items that aren't
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