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return obj
end
end
[ITEM_TRAIT_TYPE_CATEGORY_WEAPON] = {},
[ITEM_TRAIT_TYPE_CATEGORY_ARMOR] = {},
[ITEM_TRAIT_TYPE_CATEGORY_JEWELRY] = {},
}
traitItemIcon = traitItemInfo.icon,
})
end
end
end
EVENT_MANAGER:RegisterForEvent("RetraitStationManager", EVENT_RETRAIT_STATION_INTERACT_START, function(eventCode) SYSTEMS:ShowScene("retrait") end)
EVENT_MANAGER:RegisterForEvent("RetraitStationManager", EVENT_RETRAIT_RESPONSE, function(eventCode, result) SYSTEMS:GetObject("retrait"):OnRetraitResult(result) end)
end
EVENT_MANAGER:RegisterForEvent("RetraitStationManager", EVENT_INVENTORY_FULL_UPDATE, HandleDirtyEvent)
EVENT_MANAGER:RegisterForEvent("RetraitStationManager", EVENT_INVENTORY_SINGLE_SLOT_UPDATE, HandleDirtyEvent)
EVENT_MANAGER:RegisterForEvent("RetraitStationManager", EVENT_SMITHING_TRAIT_RESEARCH_STARTED, HandleDirtyEvent)
EVENT_MANAGER:RegisterForEvent("RetraitStationManager", EVENT_SMITHING_TRAIT_RESEARCH_COMPLETED, HandleDirtyEvent)
end
do
local retraitScenes = {}
retraitScenes[retraitSceneName] = true
end
if showingSceneName then
return retraitScenes[showingSceneName] == true
end
return false
end
else
end
end
else
end
end
end
end
end
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