use actual item texture if available
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+10
-10
@@ -1230,23 +1230,23 @@ function AtlasLoot_ShowItemsFrame(dataID, dataSource, boss, pFrame)
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local border = _G["AtlasLootItem_"..i.."Border"]
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local iconData = dataSource[dataID][i][2]
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-- If there is no data on the texture an item should have, show a big red question mark
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if ( iconData == "?" ) then
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iconFrame:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark");
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elseif ( iconData == "" ) then
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local _, _, _, _, _, _, _, _, itemTexture1 = GetItemInfo(dataSource[dataID][i][1])
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iconFrame:SetTexture(itemTexture1);
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if ( strsub(iconData, 1, 5) == "CLASS" ) then
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iconFrame:SetTexture("Interface\\AddOns\\AtlasLoot\\Images\\"..strsub(iconData, 6))
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elseif ( isItem and type(dataSource[dataID][i][1]) == "number" ) then
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local _, _, _, _, _, _, _, _, texture = GetItemInfo(dataSource[dataID][i][1])
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if ( not texture and type(iconData) == "string" ) then
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texture = "Interface\\Icons\\"..iconData
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end
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iconFrame:SetTexture(texture);
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elseif ( not isItem and spellIcon ) then
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if ( type(iconData) == "number" ) then
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local _, _, _, _, _, _, _, _, itemTexture2 = GetItemInfo(iconData)
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iconFrame:SetTexture(itemTexture2);
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local _, _, _, _, _, _, _, _, texture = GetItemInfo(iconData)
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iconFrame:SetTexture(texture);
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elseif ( type(iconData) == "string" ) then
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iconFrame:SetTexture("Interface\\Icons\\"..iconData);
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else
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iconFrame:SetTexture(spellIcon);
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end
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elseif ( strfind(iconData, "^CLASS") ) then
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local class = gsub(iconData, "CLASS", "")
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iconFrame:SetTexture("Interface\\AddOns\\AtlasLoot\\Images\\"..class)
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else
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iconFrame:SetTexture("Interface\\Icons\\"..iconData);
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end
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