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.
This commit is contained in:
Brues
2026-10-30 21:12:07 -05:00
parent 635c74d518
commit 6cee968a8a
3 changed files with 2 additions and 2 deletions
@@ -41,7 +41,7 @@ Util\ColorUtil.lua
Util\ItemLocation.lua
Util\PlayerLocation.lua
Util\EventUtil.lua
Util\ItemUtil.lua
Util\Item.lua
Util\AddOnCompat.lua
Util\FunctionUtil.lua
Util\CacheUtil.lua
+1 -1
View File
@@ -42,7 +42,7 @@ static int __fastcall Script_C_Item_DoesItemExist(void *L) {
// optimistically accept any positive itemID; callers needing the
// "is the cache populated?" check should use `IsItemDataCachedByID`.
//
// This split matters for `ItemMixin:IsItemEmpty` (FrameXML ItemUtil),
// This split matters for `ItemMixin:IsItemEmpty` (Util/Item.lua),
// which uses `DoesItemExistByID` to gate `ContinueOnItemLoad` — the
// whole point of `ContinueOnItemLoad` is to wait for an uncached item
// to load, so the existence check must succeed for items that aren't