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TIME_TO_HOLD_KEY_MS = 250
if ( button == 2 ) then
end
end
-- Update the dialog with the new deferral time
else
-- Show the initial dialog
if ( deferralTimeMS ) then
ZO_Dialogs_ShowDialog ( dialogName , { endTime = deferralTimeMS + GetFrameTimeMilliseconds ( ) } , { mainTextParams = { deferralTimeMS } } )
else
end
end
end
if ( wasQuitRequest ) then
else
end
end
if ( wasQuitRequest ) then
end
end
if ( inCombat ) then
end
end
-- Item sounds for slotting actions should mirror the equip sounds according to the audio department.
-- This is globally overridden here...
ITEM_SOUND_ACTION_SLOT = ITEM_SOUND_ACTION_EQUIP
--
-- Gamepad action/binding script handlers
--
CHECK_MOVEMENT_BEFORE_INTERACT_OR_ACTION = false
do
local JUMP_OR_INTERACT_DID_NOTHING = 0
local JUMP_OR_INTERACT_DID_JUMP = 1
local JUMP_OR_INTERACT_DID_INTERACT = 2
local jumpPerformedByJumpOrInteract = JUMP_OR_INTERACT_DID_NOTHING
-- treat the player like they're never trying to move if we're not doing the check
end
jumpPerformedByJumpOrInteract = JUMP_OR_INTERACT_DID_NOTHING
local interactionExists , interactionAvailableNow , questInteraction = GetGameCameraInteractableInfo ( )
if gamepadTemplate == GAMEPAD_TEMPLATE_DEFAULT then
jumpPerformedByJumpOrInteract = JUMP_OR_INTERACT_DID_JUMP
end
else
jumpPerformedByJumpOrInteract = JUMP_OR_INTERACT_DID_INTERACT
end
end
if ( JUMP_OR_INTERACT_DID_INTERACT == jumpPerformedByJumpOrInteract ) then
elseif ( JUMP_OR_INTERACT_DID_JUMP == jumpPerformedByJumpOrInteract ) then
end
end
end
end
end |