1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 |
return playerEmoteManager
end
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayerEmoteManager" , EVENT_PERSONALITY_CHANGED , function ( ) self : BuildEmoteList ( ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayerEmoteManager" , EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , function ( ) self : BuildEmoteList ( ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayerEmoteManager" , EVENT_ADD_ON_LOADED , function ( _ , addOnName ) self : OnAddOnLoaded ( addOnName ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayerEmoteManager" , EVENT_COLLECTION_UPDATED , function ( ) self : OnCollectionUpdated ( ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayerEmoteManager" , EVENT_COLLECTIBLES_UPDATED , function ( ) self : OnCollectiblesUpdated ( ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayerEmoteManager" , EVENT_COLLECTIBLE_UPDATED , function ( _ , ... ) self : OnCollectibleUpdated ( ... ) end )
self . emoteList = { }
self . emoteCategories = { }
self . emoteCategoryTypes = { }
end
if addOnName == "ZO_Ingame" then
end
end
end
end
if categoryType == COLLECTIBLE_CATEGORY_TYPE_EMOTE then
end
end
if SLASH_COMMANDS [ cmd ] == nil then
if add then
end
else
if not add then
SLASH_COMMANDS [ cmd ] = nil
end
end
end
end
for emoteIndex = 1 , numEmotes do
if lockedByCollectibleId then
else
local ADD = true
end
end
if SLASH_COMMAND_AUTO_COMPLETE then
end
end
else
end
end
end
end
return categoryA < categoryB
end
return self . emoteList [ emoteId ]
end
local emoteSlashName , emoteCategory , emoteId , displayName , showInGamepadUI = GetEmoteInfo ( emoteIndex )
if emoteSlashName ~= "" then
if not self . emoteCategories [ emoteCategory ] then
self . emoteCategories [ emoteCategory ] = { }
end
self . emoteList [ emoteId ] = {
emoteCategory = emoteCategory ,
emoteId = emoteId ,
emoteIndex = emoteIndex ,
displayName = displayName ,
emoteSlashName = emoteSlashName ,
showInGamepadUI = showInGamepadUI ,
isOverriddenByPersonality = isOverriddenByPersonality ,
}
if isOverriddenByPersonality then
if not self . emoteCategories [ EMOTE_CATEGORY_PERSONALITY_OVERRIDE ] then
self . emoteCategories [ EMOTE_CATEGORY_PERSONALITY_OVERRIDE ] = { }
end
end
if lockedByCollectibleId then
if not self . emoteCategories [ EMOTE_CATEGORY_COLLECTED ] then
self . emoteCategories [ EMOTE_CATEGORY_COLLECTED ] = { }
end
end
end
end
end
else
end
end
end
if not self . emoteCategories then
end
local emoteCategory = self . emoteCategories [ emoteType ]
return emoteCategory
else
local filteredEmoteCategory = { }
end
end
return filteredEmoteCategory
end
end
if not self . emoteCategoryTypes then
end
return self . emoteCategoryTypes
end
local slottedEmoteList = { }
for i = 1 , ACTION_BAR_EMOTE_QUICK_SLOT_SIZE do
local slotIndex = i + ACTION_BAR_FIRST_EMOTE_QUICK_SLOT_INDEX
slottedEmoteList [ i ] =
{
id = emoteID ,
}
end
return slottedEmoteList
end
-- Globals
-------------------------------------------------------------
|