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-- This allows us to make the same function in InGames and Pregame while changing exactly what it calls,-- so shared code doesn't need to know which state it's inendMARKET_PRODUCT_DISPLAY_STATE_NOT_PURCHASED = 0MARKET_PRODUCT_DISPLAY_STATE_PURCHASED = 1MARKET_PRODUCT_DISPLAY_STATE_INELIGIBLE = 2 return MARKET_PRODUCT_DISPLAY_STATE_PURCHASED end if expectedClaimResult == MARKET_PURCHASE_RESULT_FAIL_INSTANT_UNLOCK_REQ_LIST or expectedClaimResult == MARKET_PURCHASE_RESULT_TEMPORARY_HOTBAR_PROHIBITION then return MARKET_PRODUCT_DISPLAY_STATE_INELIGIBLE end return MARKET_PRODUCT_DISPLAY_STATE_INELIGIBLE end return MARKET_PRODUCT_DISPLAY_STATE_NOT_PURCHASEDendendEVENT_MANAGER:RegisterForEvent("Globals_PublicAllIngame", EVENT_PLAYER_DEACTIVATED, OnPlayerDeactivated) |