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do
local pendingJumpToGroupLeaderPrompt = nil
--LFG groups use their own jump notification
return
end
--Gamepad dialogs are attached to scenes, so if one isn't ready on load, then defer it to EVENT_PLAYER_ACTIVATED
return
end
--The location of the group leader may not be available immediately
if(pendingJumpToGroupLeaderPrompt) then
if(groupLeaderZoneName ~= "") then
pendingJumpToGroupLeaderPrompt = nil
if canJump then
ZO_Dialogs_ShowPlatformDialog("JUMP_TO_GROUP_LEADER_OCCURANCE_PROMPT", nil, {mainTextParams = {groupLeaderZoneName}})
else
ZO_Dialogs_ShowPlatformDialog("JUMP_TO_GROUP_LEADER_WORLD_PROMPT", nil, {mainTextParams = {groupLeaderZoneName}})
end
elseif result == JUMP_TO_PLAYER_RESULT_ZONE_COLLECTIBLE_LOCKED then
ZO_Dialogs_ShowPlatformDialog("JUMP_TO_GROUP_LEADER_WORLD_CHAPTER_COLLECTIBLE_LOCKED_PROMPT", nil, { mainTextParams = { groupLeaderZoneName } })
else
ZO_Dialogs_ShowPlatformDialog("JUMP_TO_GROUP_LEADER_WORLD_DLC_COLLECTIBLE_LOCKED_PROMPT", { collectibleName = collectibleName }, { mainTextParams = { groupLeaderZoneName, collectibleName, categoryName } })
end
end
end
end
end
end
end
end
pendingJumpToGroupLeaderPrompt = true
end
end
end
end
end
if pendingJumpToGroupLeaderPrompt then
end
end
if pendingJumpToGroupLeaderPrompt then
end
end
EVENT_MANAGER:RegisterForEvent("JumpToLeader_OnUnitCreated", EVENT_UNIT_CREATED, function(event, ...) OnUnitCreated(...) end)
EVENT_MANAGER:RegisterForEvent("JumpToLeader_OnGroupMemberJoined", EVENT_GROUP_MEMBER_JOINED, function(event, ...) OnGroupMemberJoined(...) end)
EVENT_MANAGER:RegisterForEvent("JumpToLeader_OnZoneUpdate", EVENT_ZONE_UPDATE, function(event, ...) OnZoneUpdate(...) end)
EVENT_MANAGER:RegisterForEvent("JumpToLeader_OnPlayerActivated", EVENT_PLAYER_ACTIVATED, function(event, ...) OnPlayerActivated(...) end)
EVENT_MANAGER:RegisterForEvent("JumpToLeader_OnLeaderUpdate", EVENT_LEADER_UPDATE, function(eventCode, ...) OnLeaderUpdate(...) end)
end |