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do
local NO_CATEGORY_NAME = nil
local NO_NICKNAME = nil
local BLANK_HINT = ""
local HIDE_VISUAL_LAYER_INFO = false
local NO_COOLDOWN = nil
local HIDE_BLOCK_REASON = false
local NOT_EQUIPPED = false
local NO_CREATOR_NAME = nil
local FORCE_FULL_DURABILITY = true
local NO_PREVIEW_VALUE = nil
-- For some market product types we can just use other tooltip layouts
if rewardType == REWARD_ENTRY_TYPE_COLLECTIBLE then
local name, description, icon, _, _, isPurchasable, _, categoryType, hint = GetCollectibleInfo(collectibleId)
local DEPRECATED_ARG
self:LayoutCollectible(collectibleId, NO_CATEGORY_NAME, name, NO_NICKNAME, isPurchasable, description, BLANK_HINT, DEPRECATED_ARG, categoryType, HIDE_VISUAL_LAYER_INFO, NO_COOLDOWN, HIDE_BLOCK_REASON)
return
elseif rewardType == REWARD_ENTRY_TYPE_ITEM then
local stackCount = amount
self:LayoutItemWithStackCount(itemLink, NOT_EQUIPPED, NO_CREATOR_NAME, FORCE_FULL_DURABILITY, NO_PREVIEW_VALUE, stackCount, EQUIP_SLOT_NONE)
return
elseif rewardType == REWARD_ENTRY_TYPE_LOOT_CRATE then
local quantity = amount
return
elseif rewardType == REWARD_ENTRY_TYPE_ADD_CURRENCY then
return
elseif rewardType == REWARD_ENTRY_TYPE_INSTANT_UNLOCK then
return
end
end
end
do
local g_dailyLoginRewardtimerStatValuePair
g_dailyLoginRewardtimerStatValuePair = nil
if not claimableRewardIndex and nextPotentialRewardIndex == rewardIndex then
if timeToNextMonth == 0 or timeToNextClaim < timeToNextMonth then
statValuePair:SetStat(GetString(SI_GAMEPAD_DAILY_LOGIN_REWARDS_TOOLTIP_AVAILABLE_TIMER), self:GetStyle("statValuePairStat"))
local formattedTime = ZO_FormatTimeLargestTwo(timeToNextClaim, TIME_FORMAT_STYLE_DESCRIPTIVE_MINIMAL)
g_dailyLoginRewardtimerStatValuePair = statValuePair
end
end
end
end
if g_dailyLoginRewardtimerStatValuePair then
local formattedTime = ZO_FormatTimeLargestTwo(GetTimeUntilNextDailyLoginRewardClaimS(), TIME_FORMAT_STYLE_DESCRIPTIVE_MINIMAL)
end
end
end
end |