diff --git a/IIfA/IIfADataCollection.lua b/IIfA/IIfADataCollection.lua
index 6a7f201..6da24c8 100644
--- a/IIfA/IIfADataCollection.lua
+++ b/IIfA/IIfADataCollection.lua
@@ -269,14 +269,6 @@ function IIfA:ActionLayerInventoryUpdate()
end
-function IIfA:AddFurnitureItem(itemLink, itemCount, houseCollectibleId, fromInitialize)
-
- local location = houseCollectibleId
- -- bagId, slotId, fromXfer, itemCount, itemLink, itemName, locationID
-
- IIfA:EvalBagItem(houseCollectibleId, IIfA:GetItemID(itemLink), false, itemCount, itemLink, GetItemLinkName(itemLink), houseCollectibleId)
-end
-
--[[
Data collection notes:
Currently crafting items are coming back from getitemlink with level info in them.
@@ -322,7 +314,9 @@ function IIfA:RescanHouse(houseCollectibleId)
IIfA:ClearLocationData(houseCollectibleId)
end):Then(function()
for itemLink, itemCount in pairs(getAllPlacedFurniture()) do
- IIfA:AddFurnitureItem(itemLink, itemCount, houseCollectibleId, true)
+ -- (bagId, slotId, fromXfer, itemCount, itemLink, itemName, locationID)
+ IIfA:EvalBagItem(houseCollectibleId, IIfA:GetItemID(itemLink), false, itemCount, itemLink, GetItemLinkName(itemLink), houseCollectibleId)
+
end
end)
@@ -426,6 +420,8 @@ function IIfA:EvalBagItem(bagId, slotId, fromXfer, itemCount, itemLink, itemName
-- item link is either passed as arg or we need to read it from the system
itemLink = itemLink or getItemLink(bagId, slotId)
+ IIfA:DebugOut("saving <<1>> x<<2>> -> <<3>>", itemLink, itemCount, itemKey)
+
-- return if we don't have any item to track
if nil == itemLink or #itemLink == 0 then return end
@@ -435,7 +431,6 @@ function IIfA:EvalBagItem(bagId, slotId, fromXfer, itemCount, itemLink, itemName
-- item count is either passed or we have to get it from bag/slot ID or item link
itemCount = itemCount or getItemCount(bagId, slotId, itemLink)
- IIfA:DebugOut("saving <<1>> x<<2>> -> <<3>>", itemLink, itemCount, itemKey)
-- get item key from crafting type
local usedInCraftingType, itemType = GetItemCraftingInfo(bagId, slotId)
@@ -550,7 +545,7 @@ function IIfA:CollectAll()
bagItems = GetBagSize(bagId)
if(bagId == BAG_WORN) then --location for BAG_BACKPACK and BAG_WORN is the same so only reset once
IIfA:ClearLocationData(IIfA.currentCharacterId)
- if not IIfA:IsCharacterEquipIgnored(IIfA.currentCharacterId)
+ if not IIfA:IsCharacterEquipIgnored(IIfA.currentCharacterId) then
grabBagContent(BAG_WORN)
end
elseif(bagId == BAG_BANK) then -- do NOT add BAG_SUBSCRIBER_BANK here, it'll wipe whatever already got put into the bank on first hit
@@ -558,7 +553,7 @@ function IIfA:CollectAll()
grabBagContent(BAG_BANK)
elseif(bagId == BAG_BACKPACK) then
IIfA:ClearLocationData(GetString(IIFA_BAG_BACKPACK))
- if not IIfA:IsCharacterInventoryIgnored(IIfA.currentCharacterId)
+ if not IIfA:IsCharacterInventoryIgnored(IIfA.currentCharacterId) then
grabBagContent(BAG_BACKPACK)
end
elseif(bagId == BAG_VIRTUAL)then