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--Death Type
--------------
return deathType
end
do
local BUTTON_KEYBINDS = { "DEATH_PRIMARY" , "DEATH_SECONDARY" , "DEATH_TERTIARY" }
self . buttons = { control : GetNamedChild ( "Button1" ) , control : GetNamedChild ( "Button2" ) , control : GetNamedChild ( "Button3" ) }
end
if deathRecapToggleButton then
deathRecapToggleButton : SetCallback ( function ( ) DEATH_RECAP : SetWindowOpen ( not DEATH_RECAP : IsWindowOpen ( ) ) end )
end
end
end
do
local DeathKeybindButtonMixin =
{
end ,
end
end ,
}
end
end
end
end
else
end
end
end
end
end
end
end
end
end
end
local SOUL_GEM_ICON_MARKUP = "|t32:32:%s|t"
local SOUL_GEM_ICON_MARKUP_INHERIT_COLOR = "|t32:32:%s:inheritColor|t"
local _ , soulGemIcon , soulGemStackCount , soulGemQuality = GetSoulGemInfo ( SOUL_GEM_TYPE_FILLED , level )
local coloredFilledText
local coloredSoulGemIconMarkup
local success
if soulGemStackCount > 0 then
success = true
else
coloredSoulGemIconMarkup = ZO_ERROR_COLOR : Colorize ( string . format ( SOUL_GEM_ICON_MARKUP_INHERIT_COLOR , soulGemIcon ) )
success = false
end
return success , coloredFilledText , coloredSoulGemIconMarkup
end
end
end
if freeRevive and not inReviveCounterRaid then
return
end
local name , soulGemIcon , soulGemStackCount , soulGemQuality = GetSoulGemInfo ( SOUL_GEM_TYPE_FILLED , level )
local enabled = ( soulGemStackCount > 0 or freeRevive ) and not self : AreButtonsDisabledDueToCyclicRespawn ( )
local soulGemSuccess , coloredFilledText , coloredSoulGemIconMarkup = ZO_Death_GetResurrectSoulGemText ( level )
hereButton : SetText ( zo_strformat ( soulGemSuccess and SI_DEATH_PROMPT_HERE_GEM or SI_DEATH_PROMPT_HERE_GEM_FAILED , coloredFilledText , coloredSoulGemIconMarkup ) )
end
end
else
end
end
local buttonTemplate
if reviveTextLabel then
else
end
end
end
end
end
--AvA Death Type
-----------------
end )
ava . messageHidden = true
return ava
end
if timeUntilAutoReleaseMs > 0 and timeUntilAutoReleaseMs < 60000 then
end
else
end
end
end
--Imperial City PvP Death Type
-----------------
imperialPvP . UPDATE_RATE = 1000
imperialPvP . lastUpdate = 0
end )
imperialPvP . messageHidden = true
return imperialPvP
end
if timeUntilAutoReleaseMs > 0 and timeUntilAutoReleaseMs < 60000 then
end
else
end
end
end
--Cyclic Respawn Death Type
-----------------
return cyclicRespawn
end
if timeLeft then
else
end
end
--Imperial City PvE Death Type
-----------------
imperialPvE . UPDATE_RATE = 1000
imperialPvE . lastUpdate = 0
return imperialPvE
end
return true
end
end
end
end
--BG Death Type
-----------------
end
end
--BG Spectator Death Type
-----------------
--Close the death recap if we are activating the spectator camera
end
local buttonSound = isSpectatorCameraActive and SOUNDS . BATTLEGROUND_SPECTATOR_CAMERA_CLOSE or SOUNDS . BATTLEGROUND_SPECTATOR_CAMERA_OPEN
end )
end )
end )
end
if isSpectatorActive then
else
end
--Re-anchor the toggle recap button depending on whether or not the previous/next spectator buttons are visible
if isSpectatorActive then
else
end
end
local SPECTATOR_BACKGROUNDS = {
"EsoUI/Art/Battlegrounds/battleground_spectate_orange.dds" ,
"EsoUI/Art/Battlegrounds/battleground_spectate_purple.dds" ,
"EsoUI/Art/Battlegrounds/battleground_spectate_green.dds" ,
}
local SPECTATOR_BG_UNKNOWN = "EsoUI/Art/Battlegrounds/battleground_spectate_grey.dds"
end
--Release Only Death
----------------------
return releaseOnly
end
end
--Two Option Death
---------------------
twoOption . UPDATE_RATE = 1000
twoOption . lastUpdate = 0
return twoOption
end
return true
end
end
end
end
--Resurrect Pending
-------------------
end )
return resurrect
end
local resurrectRequesterCharacterName , timeLeftToAcceptMs , resurrectRequesterDisplayName = GetPendingResurrectInfo ( )
local text = zo_strformat ( SI_DEATH_PROMPT_RESURRECT_TEXT , ZO_GetPrimaryPlayerName ( resurrectRequesterDisplayName , resurrectRequesterCharacterName ) )
end
--In Encounter
---------------
return inEncounter
end
end
--Death
-------------
local DEATH_TYPE_TWO_OPTION = "Death"
local DEATH_TYPE_RELEASE_ONLY = "ReleaseOnly"
local DEATH_TYPE_AVA = "AvA"
local DEATH_TYPE_IMPERIAL_PVP = "ImperialPvP"
local DEATH_TYPE_IMPERIAL_PVE = "ImperialPvE"
local DEATH_TYPE_BATTLEGROUND = "BG"
local DEATH_TYPE_BATTLEGROUND_SPECTATOR = "BGSpectator"
local DEATH_TYPE_RESURRECT_PENDING = "Resurrect"
local DEATH_TYPE_IN_ENCOUNTER = "InEncounter"
local DEATH_TYPE_CYCLIC_RESPAWN = "CyclicRespawn"
local DEATH_PROMPT_DELAY_MS = 2000
death . waitingToShowPrompt = false
death . types = { }
death . types [ DEATH_TYPE_BATTLEGROUND_SPECTATOR ] = BGSpectatorDeath : New ( control : GetNamedChild ( "BGSpectator" ) )
death . types [ DEATH_TYPE_RESURRECT_PENDING ] = ResurrectPending : New ( control : GetNamedChild ( "Resurrect" ) )
death . types [ DEATH_TYPE_CYCLIC_RESPAWN ] = CyclicRespawnDeath : New ( control : GetNamedChild ( "CyclicRespawn" ) )
end
end
end )
end
end )
end )
end )
end )
control : RegisterForEvent ( EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , function ( ) death : OnGamepadPreferredModeChanged ( ) end )
return death
end
return DEATH_TYPE_RESURRECT_PENDING
else
local isEncounterInProgress , isAVADeath , isBattleGroundDeath , isReleaseOnly , _ , _ , isRaidDeath , _ , respawnQueueDuration = select ( 5 , GetDeathInfo ( ) )
local useCyclicRespawn = respawnQueueDuration > 0
local deathType
deathType = DEATH_TYPE_CYCLIC_RESPAWN
if isReleaseOnly then
deathType = DEATH_TYPE_RELEASE_ONLY
else
deathType = isAVADeath and DEATH_TYPE_IMPERIAL_PVP or DEATH_TYPE_IMPERIAL_PVE
end
elseif isBattleGroundDeath then
if DoesBattlegroundHaveLimitedPlayerLives ( GetCurrentBattlegroundId ( ) ) and GetLocalPlayerBattlegroundLivesRemaining ( ) == 0 then
deathType = DEATH_TYPE_BATTLEGROUND_SPECTATOR
else
deathType = DEATH_TYPE_BATTLEGROUND
end
elseif isAVADeath then
deathType = DEATH_TYPE_AVA
elseif isEncounterInProgress then
deathType = DEATH_TYPE_IN_ENCOUNTER
elseif isRaidDeath then
if isReleaseOnly then
deathType = DEATH_TYPE_RELEASE_ONLY
else
deathType = DEATH_TYPE_TWO_OPTION
end
elseif isReleaseOnly then
deathType = DEATH_TYPE_RELEASE_ONLY
else
deathType = DEATH_TYPE_TWO_OPTION
end
return deathType , useCyclicRespawn
end
end
end
end
return
end
end
local nextType , useCyclicRespawn
end
local deathTypeChanged = false
end
if nextType then
end
deathTypeChanged = true
end
end
else
end
if deathTypeChanged then
end
end
else
end
end
end
self . types [ DEATH_TYPE_IN_ENCOUNTER ] : ApplyTemplateToMessage ( ZO_GetPlatformTemplate ( "ZO_DeathInEncouterLoadingLabel" ) )
end
--Cyclic Respawn Timer
end
EVENT_MANAGER : RegisterForUpdate ( "CyclicRespawnTimer" , 0 , function ( ) self : UpdateCyclicRespawnTimer ( ) end )
end
local progress = 0
if respawnQueueDuration > 0 then
progress = ( respawnQueueDuration - respawnQueueTimeLeft ) / respawnQueueDuration
end
local secondsToWait = respawnQueueTimeLeft / 1000
self . types [ self . currentType ] : UpdateCyclicTimer ( ZO_FormatTimeAsDecimalWhenBelowThreshold ( secondsToWait ) )
else
end
end
end
--bindings
end
end
end
end
--Events
--Make sure we take the player out of the spectator camera if they respawn while it's active
end
end
end )
end
end
end
--Global XML
end
if DEATH then
end
end
if DEATH then
end
end |