Modules/Bags: use new appearance system if available
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@@ -388,7 +388,12 @@ function B:UpdateSlot(frame, bagID, slotID)
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end
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slot.isUnlearnedVanity = VANITY_ITEMS[slot.id] and not C_VanityCollection.IsCollectionItemOwned(slot.id) and iType ~= "Consumable"
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slot.isUnlearnedWardrobe = not (BAD_WARDROBE_SUBTYPES[iSubtype] and iType == "Weapon") and APPEARANCE_ITEM_INFO[slot.id] and not APPEARANCE_ITEM_INFO[slot.id]:GetCollectedID()
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if C_Appearance then
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local appearanceID = C_Appearance.GetItemAppearanceID(slot.id)
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slot.isUnlearnedWardrobe = appearanceID and not C_AppearanceCollection.IsAppearanceCollected(appearanceID)
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else
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slot.isUnlearnedWardrobe = not (BAD_WARDROBE_SUBTYPES[iSubtype] and iType == "Weapon") and APPEARANCE_ITEM_INFO[slot.id] and not APPEARANCE_ITEM_INFO[slot.id]:GetCollectedID()
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end
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slot.isJunk = (slot.rarity and slot.rarity == 0) and (itemPrice and itemPrice > 0) and (iType and iType ~= "Quest")
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slot.junkDesaturate = slot.isJunk and E.db.bags.junkDesaturate
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