ingame/inventory/inventory.lua:710 -- INVENTORY_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_FRAGMENT_SHOWING then
-- Start tab and subtab flashing for new items
for _, data in ipairs(self.newItemList) do
self:PlayItemAddedAlert(data, data.inventory)
end
local UPDATE_EVEN_IF_HIDDEN = true
if self.isListDirty[INVENTORY_BACKPACK] or self.isListDirty[INVENTORY_QUEST_ITEM] then
self:UpdateList(INVENTORY_BACKPACK, UPDATE_EVEN_IF_HIDDEN)
self:UpdateList(INVENTORY_QUEST_ITEM, UPDATE_EVEN_IF_HIDDEN)
end
self:RefreshMoney()
self:UpdateFreeSlots(INVENTORY_BACKPACK)
self:UpdateApparelSection()
--Reseting the comparison stats here since its too later when the window is already hidden.
ZO_CharacterWindowStats_HideComparisonValues()
elseif newState == SCENE_FRAGMENT_HIDDEN then
ZO_InventorySlot_RemoveMouseOverKeybinds()
ZO_PlayerInventory_EndSearch(ZO_PlayerInventorySearchFiltersTextSearchBox)
self:ClearNewStatusOnItemsThePlayerHasSeen(INVENTORY_BACKPACK)
self.newItemList = {}
end
end)