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if newState == SCENE_SHOWING then elseif newState == SCENE_HIDING then end end)end end local function OnInventorySingleSlotUpdate(eventId, bagId, slotId, isNewItem, itemSoundCategory, updateReason) if updateReason == INVENTORY_UPDATE_REASON_DEFAULT then end end local lastUpdateSeconds = 0 if currentFrameTimeSeconds - lastUpdateSeconds > 1 then lastUpdateSeconds = currentFrameTimeSeconds end endendend -- sell screen keybind { keybind = "UI_SHORTCUT_LEFT_STICK", end }, } GAME_NAVIGATION_TYPE_BUTTON, forwardText, GAME_NAVIGATION_TYPE_BUTTON) GAME_NAVIGATION_TYPE_BUTTON, forwardText ) GAME_NAVIGATION_TYPE_BUTTON,end endendend-------------------Class Functions-----------------endendfunction ZO_GamepadFenceComponent:SetupEntry(control, data, selected, selectedDuringRebuild, enabled, activated) local price = self.confirmationMode and selected and data.sellPrice * STORE_WINDOW_GAMEPAD:GetSpinnerValue() or data.sellPrice self:SetupStoreItem(control, data, selected, selectedDuringRebuild, enabled, activated, price, ZO_STORE_FORCE_VALID_PRICE, self.mode)end if inventoryData then endend --Stubbed, to be overridenend --Stubbed, to be overridenend --Stubbed, to be overridenend --Stubbed, to be overridenend --Stubbed, to be overridenend { }end |