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2f3c67be1a | ||
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f94af6cb73 |
+29
-18
@@ -4302,31 +4302,42 @@ Reads `ITEM_FIELD_STACK_COUNT` directly off the item's
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### `C_Item.GetItemUniqueness(itemLocation)` / `C_Item.GetItemUniquenessByID(item)`
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Returns `(maxAllowed, category, equippedCount)` — the item's
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uniqueness cap, category name, and current equipped-of-category
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count.
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The two functions have **different signatures** in modern (Classic
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Era 1.15.x) WoW — we mirror them exactly:
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`C_Item.GetItemUniqueness(itemLocation)` returns
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`(limitCategory, limitMax)`:
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| Field | Vanilla source |
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|-------|----------------|
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| `maxAllowed` | `ItemStats_C.m_maxCount` — `0` = unlimited, `1` = unique ("Unique" tag in tooltip), higher = inventory cap |
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| `category` | Always `nil` — vanilla's client has no unique-equipped category system (added in TBC). |
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| `equippedCount` | Always `0` — without categories there's nothing meaningful to count against. |
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| `limitCategory` | Always `0` — vanilla has no `LimitCategory.dbc` (TBC addition). |
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| `limitMax` | `ItemStats_C.m_maxCount` — `0` = unlimited, `1` = "Unique", higher = inventory cap. |
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```lua
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local max = C_Item.GetItemUniqueness({equipmentSlotIndex = 13})
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-- max = 1 for typical trinkets (Unique)
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local max = C_Item.GetItemUniquenessByID(2943)
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-- max = 1 (Eye of Paleth — "Unique")
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```
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`C_Item.GetItemUniquenessByID(itemID)` returns
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`(isUnique, limitCategoryName, limitCategoryCount, limitCategoryID)`:
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The by-ID form skips item-location resolution and reads `ItemStats_C`
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directly. Fires a background cache fill on miss and returns nil;
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| Field | Vanilla source |
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|-------|----------------|
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| `isUnique` | `m_maxCount > 0` — true for any unique-tagged item. |
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| `limitCategoryName` | Always `nil` — no categories in vanilla. |
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| `limitCategoryCount` | `m_maxCount` when `isUnique`, else `nil`. |
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| `limitCategoryID` | Always `nil`. |
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Both functions return nothing (zero Lua return values, matching
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modern's `MayReturnNothing` annotation) if the item record isn't
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cached. The by-ID variant fires a background cache fill on miss;
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re-call after `GET_ITEM_INFO_RECEIVED`.
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Modern WoW returns the same 3-tuple but with the category half
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populated for unique-equipped categories (e.g. "Brewfest Mug",
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"Heart of Azeroth"). On this backport, only `maxAllowed` carries
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information.
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```lua
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local _, max = C_Item.GetItemUniqueness({equipmentSlotIndex = 13})
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-- max = 1 for typical trinkets (Unique)
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local isUnique, _, count = C_Item.GetItemUniquenessByID(81013)
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-- isUnique = true, count = 10 (Southern Sand Crawler Leg, "Unique (10)")
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```
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Modern WoW populates the category half for items like Brewfest Mug
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or Heart of Azeroth ("Unique-Equipped: Eye of Azshara"). Vanilla
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has no such items, so the category fields stay nil/0.
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### `C_Item.GetItemLink(itemLocation)`
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@@ -331,6 +331,19 @@ int __fastcall Script_ClearIgnoredSlotsForSave(void *L) {
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// would race with). Reads the per-CGItem instance flag at
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// `OFF_ITEM_CLIENT_LOCK` bit 0 — same bit `C_Item.IsLocked` checks
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// and the engine's own pickup/unlock paths manipulate.
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//
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// Gates on `Locations::FindGUID` BEFORE consulting the lock flag:
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// for items the player has deleted/mailed/traded away, the engine's
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// CGItem cache often retains a stale entry that `ResolveByGUID`
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// still hands back, but the inventory walk no longer finds the GUID
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// anywhere. Reading the lock flag off the stale CGItem reflects
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// whatever bits were last set on it (frequently the "locked"
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// in-transaction state from when it was being deleted/swapped),
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// which would falsely report the set as "contains locked items"
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// and prevent `UseEquipmentSet` from running through addon
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// wrappers that gate on this check. The inventory presence check
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// matches modern semantics: a missing item is *missing*, not
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// *locked*.
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int __fastcall Script_EquipmentSetContainsLockedItems(void *L) {
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const uint32_t setID = ArgSetID(L, 1);
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const Set *s = Data::FindByID(setID);
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@@ -341,6 +354,8 @@ int __fastcall Script_EquipmentSetContainsLockedItems(void *L) {
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const uint64_t g = s->items[i];
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if (g == GUID_EMPTY || g == GUID_IGNORED)
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continue;
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if (Locations::FindGUID(g) == 0)
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continue; // not in inventory — treat as missing, not locked
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const uint8_t *item = Locations::ResolveItemByGUID(g);
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if (item == nullptr)
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continue;
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+62
-45
@@ -11,18 +11,31 @@
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// You should have received a copy of the GNU Lesser General Public License along with
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// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
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// `C_Item.GetItemUniqueness(itemLocation)` — uniqueness cap. Reads
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// `ItemStats_C.m_maxCount` from the item's cached record; that's the
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// only uniqueness signal vanilla's client carries. `1` = unique
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// ("Held In Off-hand" trinkets, special quest items, etc.); `0` =
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// unlimited; higher values cap the inventory count.
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// `C_Item.GetItemUniqueness(itemLocation)` and the `*ByID` variant
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// — uniqueness cap. Both read `ItemStats_C.m_maxCount` from the
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// item's cached record; that's the only uniqueness signal vanilla
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// carries. `1` = unique-equipped (one at a time); higher values
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// cap the inventory count; `0` = unlimited.
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//
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// Modern WoW returns a 3-tuple `(maxEquipped, category, equippedCount)`
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// keyed off the post-TBC category system (e.g. "Unique-Equipped:
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// Brewfest Mug"). Vanilla has no category system, so we surface
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// `m_maxCount` as the first return and leave the category nil and
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// equipped count `0` — matching modern's "field present but inapplicable"
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// convention.
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// Modern WoW (Classic Era 1.15.x) gives the two functions **different
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// signatures**, verified against `_classic_` BlizzardInterfaceCode's
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// `ItemDocumentation.lua`:
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//
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// GetItemUniqueness(itemLocation) →
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// limitCategory (number, non-nilable),
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// limitMax (number, non-nilable)
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//
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// GetItemUniquenessByID(itemInfo) →
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// isUnique (bool, non-nilable),
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// limitCategoryName (string, nilable),
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// limitCategoryCount (number, nilable),
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// limitCategoryID (number, nilable)
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//
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// Vanilla has no `LimitCategory.dbc` system (TBC+ addition for
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// "Unique-Equipped: Brewfest Mug"-style cross-item category caps),
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// so the category fields are always nil/0. `isUnique` collapses to
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// `m_maxCount > 0`; `limitMax` and `limitCategoryCount` both surface
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// the raw `m_maxCount`.
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#include "Game.h"
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#include "Offsets.h"
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@@ -50,54 +63,58 @@ const uint8_t *PeekItemRecord(uint32_t itemID) {
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return fn(cache, itemID, &zeroGuid, nullptr, nullptr, 0);
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}
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} // namespace
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// Pushes the 3-tuple `(maxAllowed, nil, 0)` derived from the
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// ItemStats_C record, or nil + early-return on cache miss.
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int PushFromItemID(void *L, uint32_t itemID) {
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// Returns the item's `m_maxCount` or -1 if the record isn't cached.
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// `-1` is a "warm-and-bail" sentinel; caller pushes nothing on -1
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// so the Lua side sees the modern "MayReturnNothing" behaviour.
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int ReadMaxCount(uint32_t itemID) {
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const uint8_t *record = PeekItemRecord(itemID);
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if (record == nullptr) {
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Item::Data::WarmCache(itemID);
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Game::Lua::PushNil(L);
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return 1;
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return -1;
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}
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const int maxCount = *reinterpret_cast<const int *>(
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return *reinterpret_cast<const int *>(
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record + Offsets::OFF_ITEMSTATS_MAX_COUNT);
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Game::Lua::PushNumber(L, static_cast<double>(maxCount));
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Game::Lua::PushNil(L); // category (vanilla has none)
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Game::Lua::PushNumber(L, 0.0); // equippedCount (not tracked)
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return 3;
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}
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} // namespace
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// `GetItemUniqueness(itemLocation)` shape: `(limitCategory, limitMax)`.
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static int __fastcall Script_GetItemUniqueness(void *L) {
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if (!Item::Location::IsLocationArg(L, 1)) {
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Game::Lua::PushNil(L);
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return 1;
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}
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if (!Item::Location::IsLocationArg(L, 1))
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return 0;
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auto *item = Item::Location::Resolve(L, 1);
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if (item == nullptr) {
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Game::Lua::PushNil(L);
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return 1;
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}
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if (item == nullptr)
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return 0;
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const int itemID = Item::ID::FromCGItem(item);
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if (itemID <= 0) {
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Game::Lua::PushNil(L);
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return 1;
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}
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return PushFromItemID(L, static_cast<uint32_t>(itemID));
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if (itemID <= 0)
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return 0;
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const int maxCount = ReadMaxCount(static_cast<uint32_t>(itemID));
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if (maxCount < 0)
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return 0; // cache miss — modern API documents "MayReturnNothing"
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Game::Lua::PushNumber(L, 0.0); // limitCategory (vanilla has no LimitCategory.dbc)
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Game::Lua::PushNumber(L, static_cast<double>(maxCount));
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return 2;
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}
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// `GetItemUniquenessByID(itemID)` shape:
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// `(isUnique, limitCategoryName, limitCategoryCount, limitCategoryID)`.
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static int __fastcall Script_GetItemUniquenessByID(void *L) {
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if (!Game::Lua::IsNumber(L, 1)) {
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Game::Lua::PushNil(L);
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return 1;
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}
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if (!Game::Lua::IsNumber(L, 1))
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return 0;
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const int itemID = static_cast<int>(Game::Lua::ToNumber(L, 1));
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if (itemID <= 0) {
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Game::Lua::PushNil(L);
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return 1;
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}
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return PushFromItemID(L, static_cast<uint32_t>(itemID));
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if (itemID <= 0)
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return 0;
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const int maxCount = ReadMaxCount(static_cast<uint32_t>(itemID));
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if (maxCount < 0)
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return 0;
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Game::Lua::PushBool(L, maxCount > 0);
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Game::Lua::PushNil(L); // limitCategoryName (no categories in vanilla)
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if (maxCount > 0)
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Game::Lua::PushNumber(L, static_cast<double>(maxCount));
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else
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Game::Lua::PushNil(L); // limitCategoryCount — nil when not limited
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Game::Lua::PushNil(L); // limitCategoryID
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return 4;
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}
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static void RegisterLuaFunctions() {
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