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local g_isReadOnly = false
local isDeadReadOnly = false
local isShowingReadOnlyFragment = false
local MOUSE_OVER_TEXTURE = "EsoUI/Art/ActionBar/actionBar_mouseOver.dds"
end
local animData =
{
sparkle = sparkle ,
}
-- TODO: Add SetMouseOverTextureHidden back to API? Ugh...this is brittle, if inventoryslot.xml changes, this needs to magically update
end
icon . animData = animData
end
slotControl : SetMouseOverTexture ( nil ) -- Disable mouseover texture, we don't want to show it during motion animation
end
end
local slots = nil
local heldSlotLinkage = nil
return equipType
end
slots =
{
[ EQUIP_SLOT_HEAD ] = ZO_CharacterEquipmentSlotsHead ,
[ EQUIP_SLOT_NECK ] = ZO_CharacterEquipmentSlotsNeck ,
[ EQUIP_SLOT_CHEST ] = ZO_CharacterEquipmentSlotsChest ,
[ EQUIP_SLOT_SHOULDERS ] = ZO_CharacterEquipmentSlotsShoulder ,
[ EQUIP_SLOT_MAIN_HAND ] = ZO_CharacterEquipmentSlotsMainHand ,
[ EQUIP_SLOT_OFF_HAND ] = ZO_CharacterEquipmentSlotsOffHand ,
[ EQUIP_SLOT_WAIST ] = ZO_CharacterEquipmentSlotsBelt ,
[ EQUIP_SLOT_LEGS ] = ZO_CharacterEquipmentSlotsLeg ,
[ EQUIP_SLOT_FEET ] = ZO_CharacterEquipmentSlotsFoot ,
[ EQUIP_SLOT_COSTUME ] = ZO_CharacterEquipmentSlotsCostume ,
[ EQUIP_SLOT_RING1 ] = ZO_CharacterEquipmentSlotsRing1 ,
[ EQUIP_SLOT_RING2 ] = ZO_CharacterEquipmentSlotsRing2 ,
[ EQUIP_SLOT_HAND ] = ZO_CharacterEquipmentSlotsGlove ,
[ EQUIP_SLOT_BACKUP_MAIN ] = ZO_CharacterEquipmentSlotsBackupMain ,
[ EQUIP_SLOT_BACKUP_OFF ] = ZO_CharacterEquipmentSlotsBackupOff ,
}
heldSlotLinkage =
{
[ EQUIP_SLOT_MAIN_HAND ] = { linksTo = EQUIP_SLOT_OFF_HAND } ,
[ EQUIP_SLOT_BACKUP_MAIN ] = { linksTo = EQUIP_SLOT_BACKUP_OFF } ,
[ EQUIP_SLOT_OFF_HAND ] =
{
end ,
return iconFile , slotHasItem , locked
end ,
} ,
[ EQUIP_SLOT_BACKUP_OFF ] =
{
end ,
return iconFile , slotHasItem , locked
end ,
} ,
}
end
end
local PLAY_ANIMATION = true
local NO_ANIMATION = false
local iconFile , slotHasItem , locked
else
local _
end
local disabled = ( ( slotId == EQUIP_SLOT_BACKUP_MAIN ) or ( slotId == EQUIP_SLOT_BACKUP_OFF ) ) and GetUnitLevel ( "player" ) < GetWeaponSwapUnlockedLevel ( )
if disabled then
elseif ( slotHasItem ) then
if ( animationOption == PLAY_ANIMATION ) then
end
else
end
slotControl . stackCount = slotHasItem and 1 or 0
else
if ( not disabled and locked ) then
else
end
end
end
local linkData = heldSlotLinkage [ slotId ]
-- If this slot links to or pulls from another slot, it must have the right fields
-- in the heldSlotLinkage table. If it doesn't, the data needs to be fixed up.
if ( linkData ) then
if ( linkData . linksTo ) then
local animateLinkedSlot = animationOption
if ( updateReason == INVENTORY_UPDATE_REASON_ITEM_CHARGE ) then
animateLinkedSlot = false
end
animationOption = NO_ANIMATION
end
end
end
end
if ( result ~= nil ) then
return result
end
end
end
end
end
end
if unitTag == "player" then
end
end
end
if bagId == BAG_WORN and slotId and slots [ slotId ] then
end
end
local function InventorySlotUpdated ( eventCode , bagId , slotId , isNewItem , itemSoundCategory , updateReason )
if ( bagId == BAG_WORN and eventCode == EVENT_INVENTORY_SINGLE_SLOT_UPDATE ) then
if ( updateReason ~= INVENTORY_UPDATE_REASON_DURABILITY_CHANGE and updateReason ~= INVENTORY_UPDATE_REASON_DYE_CHANGE ) then
if ( slotHasItem ) then
else
end
end
if updateReason == INVENTORY_UPDATE_REASON_DURABILITY_CHANGE then
if effectivenessReduced then
end
end
end
end
end
end
end
end
if meetsUsageRequirement then
else
end
end
return
end
local slotControl = slots [ equipSlot ]
if ( slotControl and not locked ) then
for i = 1 , # equipTypes do
if ( equipTypes [ i ] == equipType ) then
break
end
end
end
end
end
end
end
if ( cursorType == MOUSE_CONTENT_EQUIPPED_ITEM ) then
elseif ( cursorType == MOUSE_CONTENT_INVENTORY_ITEM ) then
end
end
end
end
end
local readOnly = isDeadReadOnly or isShowingReadOnlyFragment
if readOnly ~= g_isReadOnly then
g_isReadOnly = readOnly
end
end
return g_isReadOnly
end
isShowingReadOnlyFragment = isReadOnly
end
isDeadReadOnly = true
end
isDeadReadOnly = false
end
end
local disabled = playerLevel < unlockLevel
ZO_CharacterEquipmentSlotsMainHandHighlight : SetHidden ( disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_MAIN )
ZO_CharacterEquipmentSlotsOffHandHighlight : SetHidden ( disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_MAIN )
ZO_CharacterEquipmentSlotsBackupMainHighlight : SetHidden ( disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_BACKUP )
ZO_CharacterEquipmentSlotsBackupOffHighlight : SetHidden ( disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_BACKUP )
end
if ( unitTag == "player" ) then
end
end
end |