message: Removed the extra process logic as I fixed the initial item filter
diff: @@ -68,8 +68,7 @@ export function process(
  // TODO: replace with stat hashes
  statOrder: StatTypes[],
  // TODO: maps, eradicate StatTypes
  - statFilters: { [stat in StatTypes]: MinMaxIgnored },
  - lockedExoticItemHash?: number
  + statFilters: { [stat in StatTypes]: MinMaxIgnored }
  ): {
  sets: ProcessArmorSet[];
  combos: number;
  @@ -198,28 +197,22 @@ export function process(
  let numInserted = 0;
  let numRejectedAfterInsert = 0;
  let numDoubleExotic = 0;
  - // If we dont need the exotic item we initialise it to true
  - let hasLockedExoticItem = lockedExoticItemHash === undefined;
  // TODO: is there a more efficient iteration order through the sorted items that'd let us quit early? Something that could generate combinations
  for (const helm of helms) {
  - hasLockedExoticItem ||= helm.hash === lockedExoticItemHash;
  for (const gaunt of gaunts) {
  - hasLockedExoticItem ||= gaunt.hash === lockedExoticItemHash;
  // For each additional piece, skip the whole branch if we've managed to get 2 exotics
  if (helm.equippingLabel && gaunt.equippingLabel) {
  numDoubleExotic += chests.length * legs.length * classItems.length;
  continue;
  }
  for (const chest of chests) {
  - hasLockedExoticItem ||= chest.hash === lockedExoticItemHash;
  if (chest.equippingLabel && (helm.equippingLabel || gaunt.equippingLabel)) {
  numDoubleExotic += legs.length * classItems.length;
  continue;
  }
  for (const leg of legs) {
  - hasLockedExoticItem ||= leg.hash === lockedExoticItemHash;
  if (
  leg.equippingLabel &&
  (chest.equippingLabel || helm.equippingLabel || gaunt.equippingLabel)
  @@ -227,11 +220,7 @@ export function process(
  numDoubleExotic += classItems.length;
  continue;
  }
  - // At this stage if the locked exotic item requirements are not met we skip the set(s) as exotic class items
  - // dont exist in D2
  - if (!hasLockedExoticItem) {
  - continue;
  - }
  +
  for (const classItem of classItems) {
  const armor = [helm, gaunt, chest, leg, classItem];
  