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local QUEUE_VIDEO = false
local currentState = nil
local previousState = nil
local loadingUpdates = false
g_characterCount = 0
g_firedCharacterConstructionReady = false
g_hadGlobalError = false
g_isCharacterCreateIntroPlaying = false
g_isCharacterSelectCinematicPlaying = false
end
if ( worldName == "" ) then
worldName = "Unknown Realm"
end
-- Not permanently removed, I think we'll want this info...just waiting for Marc to understand that...
-- ZO_CharacterSelectRealmName:SetText(worldName)
end
if ( acctName ~= "" and acctPwd ~= "" ) then
end
end
end
g_firedCharacterConstructionReady = true
end
end
local PregameStates =
{
[ "CharacterSelect_FromIngame" ] =
{
-- Let the character list receipt determine the state to go to.
end ,
end
} ,
[ "CharacterSelect_PlayCinematic" ] =
{
return false
end ,
if not g_isCharacterSelectCinematicPlaying then
g_isCharacterSelectCinematicPlaying = true
ZO_PlayVideoAndAdvance ( "Video/Opening_Cinematic_$(language).bik" , QUEUE_VIDEO , VIDEO_SKIP_MODE_REQUIRE_CONFIRMATION_FOR_SKIP )
--Stops extra button presses from modifying the options scene, like restoring options defaults or logging out
end
end
end ,
return "CharacterSelect_FromCinematic"
end ,
end ,
} ,
[ "CharacterSelect_FromCinematic" ] =
{
end
end ,
end
} ,
[ "CharacterCreate_PlayIntro" ] =
{
return false
end ,
ZO_PlayVideoAndAdvance ( "Video/Opening_Cinematic_$(language).bik" , QUEUE_VIDEO , VIDEO_SKIP_MODE_REQUIRE_CONFIRMATION_FOR_SKIP )
g_isCharacterCreateIntroPlaying = true
end ,
return "CharacterCreate_FromIntro"
end ,
if ( g_hadGlobalError ) then
else
end
end ,
} ,
[ "CharacterCreate_FromIntro" ] =
{
-- Empty state, allow the completion of the movie transition or loading to reset the character creation state.
end ,
end
} ,
[ "CharacterCreate" ] =
{
else
end
end ,
end
} ,
[ "BeginLoadingIntoWorld" ] =
{
else
end
end ,
end
} ,
[ "GammaAdjust" ] =
{
end ,
end ,
end ,
return "ShowEULA"
end ,
} ,
[ "PlayIntroMovies" ] =
{
return not ( g_mustPlayVideos or g_allowVideosToPlay )
end ,
-- If you haven't played the videos, you can't skip them until they finish...
local skipMode = g_mustPlayVideos and VIDEO_SKIP_MODE_NO_SKIP or VIDEO_SKIP_MODE_ALLOW_SKIP
-- TODO: Determine if these videos need localization or subtitles...
end ,
return "ShowHavokSplashScreen"
end ,
end ,
} ,
[ "ShowLegalSplashScreen" ] =
{
return not ( g_mustPlayVideos or g_allowVideosToPlay )
end ,
end ,
return "GammaAdjust"
end ,
end ,
} ,
[ "ShowHavokSplashScreen" ] =
{
return not ( g_mustPlayVideos or g_allowVideosToPlay )
end ,
end ,
return "ShowLegalSplashScreen"
end ,
end ,
} ,
[ "Disconnect" ] =
{
end ,
end ,
}
}
end
end
local newPregameState = PregameStates [ stateName ]
local stateArgs = { ... }
-- Because GetTransitionData returns the next state as the first argument, insert state name into this table.
-- The actual arguments passed to OnEnter will be adjusted to account for it.
if ( newPregameState ) then
if ( currentState ) then
end
previousState = currentState
local foundState = false
while ( not foundState ) do
currentState = stateName
if ( shouldAdvance ) then
stateName = stateArgs [ 1 ]
newPregameState = PregameStates [ stateName ]
else
foundState = true
end
else
foundState = true
end
end
end
end
else
end
end
local currentStateData = PregameStates [ currentState ]
else
-- If there are no transition data, then we're not going anywhere...we'll be locked in the current state.
-- Do not call this if you're not on a state with transition data
end
end
return currentState
end
return previousState
end
local function OnCharacterListReceived ( eventCode , characterCount , maxCharacters , mostRecentlyPlayedCharacterId )
local previousCharacterCount = g_characterCount or 0
g_characterCount = characterCount
-- This causes other systems to figure out what state to drop in to
CALLBACK_MANAGER : FireCallbacks ( "PregameCharacterListReceived" , characterCount , previousCharacterCount )
-- if this hasn't been fired yet, then fire it (could have been a reload or coming from in-game)
end
-- Debugging utility...you must be at character select already to use this.
g_careAboutLoading = false
return "CharacterSelect"
-- Return an invalid state, allow the character list receipt to figure out what state to advance to
end
local initialStateOverrideFn --= SetupUIReloadAfterLogin -- normally this is nil, it can be set to a custom function to allow the reload to drop into a desired state
if loadingUpdates then
loadingUpdates = false
end
end
end
end
end
end
end
end
end
end
end
end
end
end
if ( subSystem == LOADING_SYSTEM_GAME_DATA or subSystem == LOADING_SYSTEM_SHARED_CHARACTER_OBJECT ) then
end
end
end
end
if not loadingUpdates then
EVENT_MANAGER : RegisterForEvent ( "PregameStateManager" , EVENT_SUBSYSTEM_LOAD_COMPLETE , OnSubsystemLoadComplete )
loadingUpdates = true
end
end
--
-- This can only be called from pregame, because of the way that the SetGuiHidden function is exposed.
--
local hidePregame = ( guiName ~= "pregame" )
if ( guiName == "pregame" ) then
end
if ( desiredState and ( desiredState ~= "" ) ) then
end
end
end
else --We will need to revisit this once the tutorial gate is integrated into the build
else
end
end
end
EVENT_MANAGER : RegisterForEvent ( "PregameStateManager" , EVENT_CHARACTER_LIST_RECEIVED , OnCharacterListReceived )
EVENT_MANAGER : RegisterForEvent ( "PregameStateManager" , EVENT_CHARACTER_SELECTED_FOR_PLAY , OnCharacterSelected ) |