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--Data for the hotbars represented on the Utility Wheellocal UTILITY_WHEEL_CATEGORIES ={ HOTBAR_CATEGORY_QUICKSLOT_WHEEL, HOTBAR_CATEGORY_ALLY_WHEEL, HOTBAR_CATEGORY_MEMENTO_WHEEL, HOTBAR_CATEGORY_TOOL_WHEEL, HOTBAR_CATEGORY_EMOTE_WHEEL,}local NUM_UTILITY_WHEEL_CATEGORIES = #UTILITY_WHEEL_CATEGORIESfunction ZO_UtilityWheel_Shared:Initialize(control, entryTemplate, animationTemplate, entryAnimationTemplate, actionLayerName) ZO_InteractiveRadialMenuController.Initialize(self, control, entryTemplate, animationTemplate, entryAnimationTemplate, actionLayerName) --Cycle Left --Cycle Rightendendend if categoryIndex == 0 then categoryIndex = NUM_UTILITY_WHEEL_CATEGORIES end return categoryIndexendendend return true end return falseend return true end return falseendend--Functions overridden from base --Hide the category controlsend return false return false end --Always start at the main quickslot wheel return trueend local selected = (hotbarCategory == HOTBAR_CATEGORY_QUICKSLOT_WHEEL and data.slotNum == self.selectedSlotNum) ZO_SetupSelectableItemRadialMenuEntryTemplate(entryControl, selected, slotType ~= ACTION_TYPE_NOTHING and itemCount or nil) if entryControl.label then --Only the emote wheel shows labels for its entries --Do not show labels for the entries while the togglable wheel is enabled entryControl.label:SetHidden(ZO_AreTogglableWheelsEnabled() or hotbarCategory ~= HOTBAR_CATEGORY_EMOTE_WHEEL) endend if hotbarCategory == HOTBAR_CATEGORY_QUICKSLOT_WHEEL then end self.menu:AddEntry(ZO_UTILITY_SLOT_EMPTY_STRING, ZO_UTILITY_SLOT_EMPTY_TEXTURE, ZO_UTILITY_SLOT_EMPTY_TEXTURE, defaultCallback, { slotNum = i }) else local slotId = entry.id local slotNameData if slotType == ACTION_TYPE_EMOTE then if emoteInfo ~= nil then if emoteInfo.isOverriddenByPersonality then else end if hotbarCategory ~= HOTBAR_CATEGORY_QUICKSLOT_WHEEL then end end elseif slotType == ACTION_TYPE_QUICK_CHAT then if hotbarCategory ~= HOTBAR_CATEGORY_QUICKSLOT_WHEEL then end end else if slotItemDisplayQuality then local colorTable = { r = r, g = g, b = b } slotNameData = { slotName, colorTable } else slotNameData = slotName end if hotbarCategory ~= HOTBAR_CATEGORY_QUICKSLOT_WHEEL then end end end end endend------------------------------- Global Functions----------------------------- local slottedEntryList = {} for slotIndex = 1, ACTION_BAR_UTILITY_BAR_SIZE do slottedEntryList[slotIndex] = { slotIndex = slotIndex, } end return slottedEntryListend local isValid = false if slotType ~= ACTION_TYPE_NOTHING then if not slotIcon or slotIcon == '' then else isValid = true end end return isValidendend |