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local MOUSE_ENTER = 1
local MOUSE_EXIT = 2
local STOLEN_ICON_TEXTURE = "EsoUI/Art/Inventory/inventory_stolenItem_icon.dds"
--Loot Scene Fragment
------------------------
LOOT_WINDOW . noTooltips = false
if mousedOverItem then
end
end
fragment . slideInAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_LootSlideInAnimation" , control )
fragment . titleSlideInAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_LootTitleSlideInAnimation" , fragment . titleControl )
fragment . interactFadeOutAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_LootInteractFadeOutAnimation" , fragment . keybindButton )
fragment . alphaInDone = true
end
fragment . alphaInAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_LootAlphaInAnimation" , fragment . alphaControl )
TUTORIAL_SYSTEM : SuppressTutorialType ( TUTORIAL_TYPE_HUD_INFO_BOX , false , TUTORIAL_SUPPRESSED_BY_LOOT )
end
fragment . alphaOutAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "FadeSceneAnimation" , control )
return fragment
end
end
local OPEN_LOOT_WINDOW = false
self . control : SetAnchor ( TOPLEFT , GetControl ( "ZO_ReticleContainerInteractContext" ) , BOTTOMLEFT , - 60 , - 37 )
self . titleControl : SetAnchor ( BOTTOMLEFT , GetControl ( "ZO_ReticleContainerInteractContext" ) , BOTTOMLEFT , 0 , 0 )
LOOT_WINDOW . noTooltips = true
else
self . control : SetAnchor ( TOPLEFT , GetControl ( "ZO_ReticleContainerInteractContext" ) , BOTTOMLEFT , 165 , - 37 )
self . titleControl : SetAnchor ( BOTTOMLEFT , GetControl ( "ZO_ReticleContainerInteractContext" ) , BOTTOMLEFT , 225 , 0 )
end
end
else
TUTORIAL_SYSTEM : SuppressTutorialType ( TUTORIAL_TYPE_HUD_INFO_BOX , false , TUTORIAL_SUPPRESSED_BY_LOOT )
end
end
local NUM_VISIBLE_LOOT_SLOTS = 5
local DATA_TYPE_LOOT_ITEM = 1
local DATA_TYPE_LOOT_BLANK = 2
ZO_ScrollList_AddDataType ( self . list , DATA_TYPE_LOOT_ITEM , "ZO_LootItemSlot" , 52 , function ( control , data ) self : SetUpLootItem ( control , data ) end , nil , nil , ZO_InventorySlot_OnPoolReset )
ZO_ScrollList_AddDataType ( self . list , DATA_TYPE_LOOT_BLANK , "ZO_LootBlankItemSlot" , 52 , function ( control , data ) self : SetUpBlankLootItem ( control , data ) end , nil , nil , ZO_InventorySlot_OnPoolReset )
self . buttons = { GetControl ( control , "AlphaContainerButton1" ) , GetControl ( control , "AlphaContainerButton2" ) }
local hideUnbound = false
if ( newState == SCENE_SHOWING ) then
local dontAutomaticallyExitScene = false
elseif ( newState == SCENE_HIDING ) then
elseif ( newState == SCENE_HIDDEN ) then
end
end )
control : RegisterForEvent ( EVENT_STEALTH_STATE_CHANGED , function ( event , unitTag , ... ) if unitTag == "player" then self . stealthIcon : OnStealthStateChanged ( ... ) end end )
end
{
-- Exit Loot
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
ethereal = true ,
end ,
}
}
end
nameControl : SetText ( zo_strformat ( SI_LOOT_CURRENCY_FORMAT , ZO_Currency_FormatPlatform ( data . currencyType , data . currencyAmount , ZO_CURRENCY_FORMAT_AMOUNT_NAME ) ) )
else
else
nameControl : SetColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_ITEM_TOOLTIP , ITEM_TOOLTIP_COLOR_QUEST_ITEM_NAME ) )
else
end
end
end
-- Set up everything but the icon using the old slot logic
-- Set up the icon
end
end
end
do
local BLANK_DATA = { }
local STOLEN = true
-- Assume that there's only stolen stuff present in this window until proven otherwise
-- Add non-stolen (unowned) currency and items
end
-- Add stolen (owned) money and items
end
for i = # scrollData + 1 , NUM_VISIBLE_LOOT_SLOTS do
end
-- this text depends on the list itself
end
end
function ZO_Loot : UpdateListAddLootCurrency ( scrollData , currencyType , currencyAmount , isCurrencyStolen )
if currencyAmount > 0 then
local currencyData =
{
currencyType = currencyType ,
currencyAmount = currencyAmount ,
isStolen = isCurrencyStolen ,
}
if not currencyData . isStolen then
end
end
end
for i = 1 , numLootItems do
-- only add stolen items or non stolen items
if addStolenItems == isStolen then
local lootData =
{
lootId = lootId ,
icon = icon ,
quality = quality ,
isQuest = isQuest ,
isStolen = isStolen ,
itemType = itemType
}
if not isStolen then
end
end
end
end
else
end
end
end
else
end
end
end
else
end
end
if state == MOUSE_ENTER then
local shouldShowSteal = slot . lootEntry . isStolen
end
else
end
end
end
-- update the take all / steal all text depending on the situation
self . buttons [ 1 ] : SetText ( GetString ( self . nonStolenItemsPresent and SI_LOOT_TAKE_ALL or SI_LOOT_STEAL_ALL ) )
end
end
end
if mouseOver then
end
end
end
--[[ Global handlers ]] --
end
end
end
end
end
end
end |