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fix: restore Sell() fallthrough semantics, guard price overrides, live reload #23
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b43a35d
fix(seller): restore skip-and-continue and rarity-tier fallthrough in…
icemansparks 4f26358
fix(config): clamp minPrice to avgPrice in price overrides
icemansparks 9f02213
fix(worldscript): reload price and count overrides on .reload config
icemansparks be34f9a
fix(seller): apply count-override cap to priority-list picks
icemansparks 2c300ad
fix(config): clear override maps on reload so deletions take effect
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will this change cause problems since the item is handled by all buckets?
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No — at most one bucket can produce the item per iteration. Every bucket after the first is gated on
itemID == 0, so as soon as anygetElement()returns a real item, all later buckets short-circuit. Fall-through only continues while nothing has been picked yet (bucket empty, percentage cap reached, or the random pick sat at its count-override cap). An item also can't appear in two buckets: the bins are partitioned by quality and class (items vs trade goods), so each item id lives in exactly one vector.itemTypeSelectedToSelldoes get set optimistically beforegetElement()resolves, but it's overwritten by whichever bucket actually delivers, and if the loop exits empty the iteration is discarded before the value is read. This matches upstream azerothcore/master exactly — theelse ifchain was the deviation this PR reverts.