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local PLAY_ANIMATION = true
local NO_ANIMATION = false
local isApparelHidden = IsEquipSlotVisualCategoryHidden ( EQUIP_SLOT_VISUAL_CATEGORY_APPAREL , GAMEPLAY_ACTOR_CATEGORY_COMPANION )
local apparelString = isApparelHidden and GetString ( SI_CHARACTER_EQUIP_APPAREL_HIDDEN ) or GetString ( "SI_EQUIPSLOTVISUALCATEGORY" , EQUIP_SLOT_VISUAL_CATEGORY_APPAREL )
end
end
end
end
end
local function InventorySlotUpdated ( eventCode , bagId , slotId , isNewItem , itemSoundCategory , updateReason )
end
end
end
control : AddFilterForEvent ( EVENT_INVENTORY_SINGLE_SLOT_UPDATE , REGISTER_FILTER_BAG_ID , BAG_COMPANION_WORN )
control : AddFilterForEvent ( EVENT_INVENTORY_SLOT_UNLOCKED , REGISTER_FILTER_BAG_ID , BAG_COMPANION_WORN )
end
end
if cursorType == MOUSE_CONTENT_EQUIPPED_ITEM then
elseif cursorType == MOUSE_CONTENT_INVENTORY_ITEM then
end
end
end
local PLAYER_IS_DEAD = true
end
local PLAYER_IS_ALIVE = false
end
end
end
{
}
{
[ EQUIP_SLOT_MAIN_HAND ] = { linksTo = EQUIP_SLOT_OFF_HAND } ,
[ EQUIP_SLOT_OFF_HAND ] =
{
end ,
local slotHasItem , iconFile , _ , _ , isLocked = GetWornItemInfo ( BAG_COMPANION_WORN , EQUIP_SLOT_MAIN_HAND )
return slotHasItem , iconFile , isLocked
end ,
} ,
}
end
end
end
function ZO_CompanionCharacterWindow_Keyboard : UpdateSlotAppearance ( equipSlot , slotControl , animationOption , copyFromLinkedFn )
local slotHasItem , iconFile , isLocked
else
-- make _ local so it doesn't leak globally
local _
end
if slotHasItem then
if animationOption == PLAY_ANIMATION then
end
else
end
-- need to set stack count so link in chat works
slotControl . stackCount = slotHasItem and 1 or 0
local desaturation = 0
alpha = 0.5
elseif isLocked then
desaturation = 1
end
end
end
do
local MOUSE_OVER_TEXTURE = "EsoUI/Art/ActionBar/actionBar_mouseOver.dds"
end
end
function ZO_CompanionCharacterWindow_Keyboard : RefreshSingleSlot ( equipSlot , slotControl , animationOption , updateReason )
-- If this slot links to or pulls from another slot, it must have the right fields
-- in the heldSlotLinkage table. If it doesn't, the data needs to be fixed up.
if linkData then
if linkData . linksTo then
local animateLinkedSlot = animationOption
if updateReason == INVENTORY_UPDATE_REASON_ITEM_CHARGE then
animateLinkedSlot = false
end
animationOption = NO_ANIMATION
end
end
end
end
end
end
end
end
function ZO_CompanionCharacterWindow_Keyboard : ShowSlotDropCallout ( calloutControl , meetsUsageRequirement )
if meetsUsageRequirement then
else
end
end
function ZO_CompanionCharacterWindow_Keyboard : ShowAppropriateEquipSlotDropCallouts ( bagId , slotIndex )
return
end
if slotControl and not isLocked then
for i = 1 , # equipTypes do
if equipTypes [ i ] == equipType then
break
end
end
end
end
end
--Make sure slots with a condition on them meet that condition.
local meetsRequirements = true
end
end
end
-- currently readOnly is solely determined by whether the player is alive or not
end
end
end
end |