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if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end )
end
return
end
local DELIMITER = " "
local SEGMENT_LENGTH = 4
local formattedCode = ZO_GenerateDelimiterSegmentedString ( activationCode , SEGMENT_LENGTH , DELIMITER )
end
end
self . control : RegisterForEvent ( EVENT_ACCOUNT_LINK_ACTIVATION_CODE_RECEIVED , OnActivationCodeReceived )
end
end
if not LINK_ACCOUNT_ACTIVATION_SCENE : IsShowing ( ) or linkingError == ACCOUNT_CREATE_LINK_ERROR_NO_ERROR then
return
end
-- TODO Account Linking are there more errors we need to handle?
local formattedErrorString
if linkingError == ACCOUNT_CREATE_LINK_ERROR_EXTERNAL_REFERENCE_ALREADY_USED or linkingError == ACCOUNT_CREATE_LINK_ERROR_USER_ALREADY_LINKED then
else
end
-- debugInfo will be empty in public, non-debug builds
local message = formattedErrorString .. debugInfo
end
end
end
{
-- Copy Code
{
end
end ,
end ,
} ,
-- Back
end )
}
end
ZO_Dialogs_RegisterCustomDialog ( "GAMEPAD_LINK_ACCOUNT_ERROR_DIALOG_2" , -- TODO Account Linking remove the _2
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
end ,
} ,
buttons =
{
{
} ,
}
} )
end
local dialogData = { errorString = message }
end
-- XML Handlers --
end |