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local SLE, T, E, L, V, P, G = unpack(select(2, ...))
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local S = E.Skins
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--GLOBALS: unpack, select, CreateFrame
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local _G = _G
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local function LoadSkin()
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if E.private.skins.blizzard.enable == true and E.private.skins.blizzard.character == true then return end
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if E.db.sle.armory and not E.db.sle.armory.character.Enable then return end
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local slots = {
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"HeadSlot", "NeckSlot", "ShoulderSlot", "BackSlot", "ChestSlot", "ShirtSlot",
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"TabardSlot", "WristSlot", "HandsSlot", "WaistSlot", "LegsSlot", "FeetSlot",
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"Finger0Slot", "Finger1Slot", "Trinket0Slot", "Trinket1Slot", "MainHandSlot", "SecondaryHandSlot",
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}
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for _, slot in pairs(slots) do
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local icon = _G["Character"..slot.."IconTexture"]
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local cooldown = _G["Character"..slot.."Cooldown"]
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slot = _G["Character"..slot]
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slot:StripTextures()
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slot:StyleButton(false)
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slot.ignoreTexture:SetTexture([[Interface\PaperDollInfoFrame\UI-GearManager-LeaveItem-Transparent]])
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slot:SetTemplate("Default", true)
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icon:SetTexCoord(unpack(E.TexCoords))
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icon:SetInside()
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if(cooldown) then
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E:RegisterCooldown(cooldown)
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end
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end
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_G["CharacterLevelText"]:FontTemplate()
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local function ColorItemBorder()
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for _, slot in pairs(slots) do
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local target = _G["Character"..slot]
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local slotId, _, _ = GetInventorySlotInfo(slot)
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local itemId = GetInventoryItemID("player", slotId)
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if itemId then
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local rarity = GetInventoryItemQuality("player", slotId)
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if rarity and rarity > 1 then
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target:SetBackdropBorderColor(GetItemQualityColor(rarity))
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else
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target:SetBackdropBorderColor(unpack(E.media.bordercolor))
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end
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else
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target:SetBackdropBorderColor(unpack(E.media.bordercolor))
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end
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end
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end
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local CheckItemBorderColor = CreateFrame("Frame")
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CheckItemBorderColor:RegisterEvent("PLAYER_EQUIPMENT_CHANGED")
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CheckItemBorderColor:SetScript("OnEvent", ColorItemBorder)
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_G["CharacterFrame"]:HookScript("OnShow", ColorItemBorder)
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ColorItemBorder()
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local charframe = {
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"CharacterModelFrame",
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"CharacterFrameInset",
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}
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for _, object in pairs(charframe) do
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_G[object]:StripTextures()
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end
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end
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-- hooksecurefunc(S, "Initiaыlize", LoadSkin)
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