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local FORCE_SUPPRESS_COOLDOWN_SOUND = true
local g_showGlobalCooldown = false
g_showGlobalCooldown = not g_showGlobalCooldown
end
ACTION_BUTTON_TYPE_VISIBLE = 1
ACTION_BUTTON_TYPE_HIDDEN = 2
ACTION_BUTTON_TYPE_LOCKED = 3
local ACTION_BUTTON_BGS = { ability = "EsoUI/Art/ActionBar/abilityInset.dds" , item = "EsoUI/Art/ActionBar/quickslotBG.dds" }
local ACTION_BUTTON_BORDERS = { normal = "EsoUI/Art/ActionBar/abilityFrame64_up.dds" , mouseDown = "EsoUI/Art/ActionBar/abilityFrame64_down.dds" }
return ( slotType == ACTION_TYPE_ABILITY )
end
if ( newB )
then
local ctrlName = "ActionButton" .. slotNum
newB . buttonType = buttonType
newB . hasAction = false
newB . slot = slotCtrl
newB . slot . slotNum = slotNum
newB . inCooldown = false
newB . showingCooldown = false
local HIDE_UNBOUND = false
ZO_Keybindings_RegisterLabelForBindingUpdate ( newB . buttonText , "ACTION_BUTTON_" .. slotNum , HIDE_UNBOUND , "GAMEPAD_ACTION_BUTTON_" .. slotNum )
end
return newB
end
return self . slot . slotNum > ACTION_BAR_FIRST_CLASS_BAR_SLOT and self . slot . slotNum <= ACTION_BAR_FIRST_CLASS_BAR_SLOT + ACTION_BAR_CLASS_BAR_SIZE
end
return self . slot . slotNum > ACTION_BAR_FIRST_SIEGE_BAR_SLOT and self . slot . slotNum <= ACTION_BAR_FIRST_SIEGE_BAR_SLOT + ACTION_BAR_SIEGE_BAR_SIZE
end
end
end
end
end
end
end
end
end
slotObject . hasAction = true
ZO_AbilitySlot_SetupSlot ( slotObject . icon , slotObject . button , slotIcon , ACTION_BUTTON_BORDERS . normal , ACTION_BUTTON_BORDERS . mouseDown )
end
slotObject . hasAction = true
-- TODO: Change ZO_AbilitySlot to ZO_ActionSlot or something
ZO_AbilitySlot_SetupSlot ( slotObject . icon , slotObject . button , slotIcon , ACTION_BUTTON_BORDERS . normal , ACTION_BUTTON_BORDERS . mouseDown )
end
slotObject . hasAction = true
ZO_AbilitySlot_SetupSlot ( slotObject . icon , slotObject . button , slotIcon , ACTION_BUTTON_BORDERS . normal , ACTION_BUTTON_BORDERS . mouseDown )
end
slotObject . hasAction = true
ZO_AbilitySlot_SetupSlot ( slotObject . icon , slotObject . button , slotIcon , ACTION_BUTTON_BORDERS . normal , ACTION_BUTTON_BORDERS . mouseDown )
end
SetupSlotHandlers =
{
}
else
end
end
then
else
end
end
then
end
end
else
ZO_AbilitySlot_ClearSlot ( self . icon , self . button , ACTION_BUTTON_BORDERS . normal , ACTION_BUTTON_BORDERS . mouseDown )
end
end
local slotIsEmpty = ( slotType == 0 )
local showHighlight = not slotIsEmpty and HasActivationHighlight ( slotnum ) and not self . useFailure and not self . showingCooldown
if ( showHighlight ~= isShowingHighlight ) then
if ( showHighlight ) then
self . activationHighlight . animation = self . activationHighlight . animation or CreateSimpleAnimation ( ANIMATION_TEXTURE , self . activationHighlight )
else
if ( anim ) then
end
end
end
end
local slotIsEmpty = ( slotType == ACTION_TYPE_NOTHING )
if ( not slotIsEmpty and ( slotType == ACTION_TYPE_ITEM ) ) then
end
local soulGemFailure = false
if ( not slotIsEmpty and slotType == ACTION_TYPE_ABILITY ) then
soulGemFailure = true
end
end
soulGemFailure or
end
useable = true
end
end
end
local NO_LEADING_EDGE = false
local isInCooldown = duration > 0
local showCooldown = isInCooldown and ( g_showGlobalCooldown or not global )
if showCooldown then
end
else
-- This ability was in a non-global cooldown, and now the cooldown is over...play animation and sound
if options ~= FORCE_SUPPRESS_COOLDOWN_SOUND then
end
self . cooldownCompleteAnim . animation = self . cooldownCompleteAnim . animation or CreateSimpleAnimation ( ANIMATION_TEXTURE , self . cooldownCompleteAnim )
end
end
else
end
end
end
if timeline then
end
end
if decoration then
end
end
end
timeline : GetFirstAnimation ( ) : SetHandler ( "OnStop" , function ( animation ) OnStopHandlerFirst ( animation , self ) end )
timeline : GetLastAnimation ( ) : SetHandler ( "OnStop" , function ( animation ) OnStopHandlerLast ( animation , self ) end )
end |