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----------------
--Initialization
----------------
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDING then
end
end )
end
end
local function OnInventorySingleSlotUpdate ( eventId , bagId , slotId , isNewItem , itemSoundCategory , updateReason )
if updateReason == INVENTORY_UPDATE_REASON_DEFAULT then
end
end
local lastUpdateSeconds = 0
if currentFrameTimeSeconds - lastUpdateSeconds > 1 then
lastUpdateSeconds = currentFrameTimeSeconds
end
end
end
end
-- sell screen keybind
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
{
end
} ,
}
GAME_NAVIGATION_TYPE_BUTTON ,
forwardText ,
GAME_NAVIGATION_TYPE_BUTTON )
GAME_NAVIGATION_TYPE_BUTTON ,
forwardText
)
GAME_NAVIGATION_TYPE_BUTTON ,
end
-----------------
--Class Functions
-----------------
end
end
function ZO_GamepadFenceComponent : SetupEntry ( control , data , selected , selectedDuringRebuild , enabled , activated )
local price = self . confirmationMode and selected and data . sellPrice * STORE_WINDOW_GAMEPAD : GetSpinnerValue ( ) or data . sellPrice
self : SetupStoreItem ( control , data , selected , selectedDuringRebuild , enabled , activated , price , ZO_STORE_FORCE_VALID_PRICE , self . mode )
end
if inventoryData then
end
end
--Stubbed, to be overriden
end
--Stubbed, to be overriden
end
--Stubbed, to be overriden
end
--Stubbed, to be overriden
end
--Stubbed, to be overriden
end
{
data1HeaderText = nil ,
}
end |