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local ITEM_TYPE_TO_CATEGORY_MAP = { [ITEMTYPE_REAGENT] = GAMEPAD_ITEM_CATEGORY_ALCHEMY, [ITEMTYPE_POTION_BASE] = GAMEPAD_ITEM_CATEGORY_ALCHEMY, [ITEMTYPE_POISON_BASE] = GAMEPAD_ITEM_CATEGORY_ALCHEMY, [ITEMTYPE_LURE] = GAMEPAD_ITEM_CATEGORY_BAIT, [ITEMTYPE_BLACKSMITHING_RAW_MATERIAL] = GAMEPAD_ITEM_CATEGORY_BLACKSMITH, [ITEMTYPE_BLACKSMITHING_MATERIAL] = GAMEPAD_ITEM_CATEGORY_BLACKSMITH, [ITEMTYPE_BLACKSMITHING_BOOSTER] = GAMEPAD_ITEM_CATEGORY_BLACKSMITH, [ITEMTYPE_CLOTHIER_RAW_MATERIAL] = GAMEPAD_ITEM_CATEGORY_CLOTHIER, [ITEMTYPE_CLOTHIER_MATERIAL] = GAMEPAD_ITEM_CATEGORY_CLOTHIER, [ITEMTYPE_CLOTHIER_BOOSTER] = GAMEPAD_ITEM_CATEGORY_CLOTHIER, [ITEMTYPE_FOOD] = GAMEPAD_ITEM_CATEGORY_CONSUMABLE, [ITEMTYPE_DRINK] = GAMEPAD_ITEM_CATEGORY_CONSUMABLE, [ITEMTYPE_RECIPE] = GAMEPAD_ITEM_CATEGORY_CONSUMABLE, [ITEMTYPE_COSTUME] = GAMEPAD_ITEM_CATEGORY_COSTUME, [ITEMTYPE_ENCHANTING_RUNE_POTENCY] = GAMEPAD_ITEM_CATEGORY_ENCHANTING, [ITEMTYPE_ENCHANTING_RUNE_ASPECT] = GAMEPAD_ITEM_CATEGORY_ENCHANTING, [ITEMTYPE_ENCHANTING_RUNE_ESSENCE] = GAMEPAD_ITEM_CATEGORY_ENCHANTING, [ITEMTYPE_GLYPH_WEAPON] = GAMEPAD_ITEM_CATEGORY_GLYPHS, [ITEMTYPE_GLYPH_ARMOR] = GAMEPAD_ITEM_CATEGORY_GLYPHS, [ITEMTYPE_GLYPH_JEWELRY] = GAMEPAD_ITEM_CATEGORY_GLYPHS, [ITEMTYPE_JEWELRYCRAFTING_RAW_MATERIAL] = GAMEPAD_ITEM_CATEGORY_JEWELRYCRAFTING, [ITEMTYPE_JEWELRYCRAFTING_MATERIAL] = GAMEPAD_ITEM_CATEGORY_JEWELRYCRAFTING, [ITEMTYPE_JEWELRYCRAFTING_RAW_BOOSTER] = GAMEPAD_ITEM_CATEGORY_JEWELRYCRAFTING, [ITEMTYPE_JEWELRYCRAFTING_BOOSTER] = GAMEPAD_ITEM_CATEGORY_JEWELRYCRAFTING, [ITEMTYPE_POTION] = GAMEPAD_ITEM_CATEGORY_POTION, [ITEMTYPE_INGREDIENT] = GAMEPAD_ITEM_CATEGORY_PROVISIONING, [ITEMTYPE_ADDITIVE] = GAMEPAD_ITEM_CATEGORY_PROVISIONING, [ITEMTYPE_SPICE] = GAMEPAD_ITEM_CATEGORY_PROVISIONING, [ITEMTYPE_FLAVORING] = GAMEPAD_ITEM_CATEGORY_PROVISIONING, [ITEMTYPE_SIEGE] = GAMEPAD_ITEM_CATEGORY_SIEGE, [ITEMTYPE_AVA_REPAIR] = GAMEPAD_ITEM_CATEGORY_SIEGE, [ITEMTYPE_RACIAL_STYLE_MOTIF] = GAMEPAD_ITEM_CATEGORY_STYLE_MATERIAL, [ITEMTYPE_STYLE_MATERIAL] = GAMEPAD_ITEM_CATEGORY_STYLE_MATERIAL, [ITEMTYPE_SOUL_GEM] = GAMEPAD_ITEM_CATEGORY_SOUL_GEM, [ITEMTYPE_LOCKPICK] = GAMEPAD_ITEM_CATEGORY_TOOL, [ITEMTYPE_TOOL] = GAMEPAD_ITEM_CATEGORY_TOOL, [ITEMTYPE_ARMOR_TRAIT] = GAMEPAD_ITEM_CATEGORY_TRAIT_ITEM, [ITEMTYPE_WEAPON_TRAIT] = GAMEPAD_ITEM_CATEGORY_TRAIT_ITEM, [ITEMTYPE_JEWELRY_RAW_TRAIT] = GAMEPAD_ITEM_CATEGORY_TRAIT_ITEM, [ITEMTYPE_JEWELRY_TRAIT] = GAMEPAD_ITEM_CATEGORY_TRAIT_ITEM, [ITEMTYPE_TROPHY] = GAMEPAD_ITEM_CATEGORY_TROPHY, [ITEMTYPE_WOODWORKING_RAW_MATERIAL] = GAMEPAD_ITEM_CATEGORY_WOODWORKING, [ITEMTYPE_WOODWORKING_MATERIAL] = GAMEPAD_ITEM_CATEGORY_WOODWORKING, [ITEMTYPE_WOODWORKING_BOOSTER] = GAMEPAD_ITEM_CATEGORY_WOODWORKING,} -- This is not an exhaustive map: when we don't have a category we'll just use the raw itemtype instead. return ITEM_TYPE_TO_CATEGORY_MAP[itemType]endlocal WEAPON_TYPE_TO_CATEGORY_MAP = { [WEAPONTYPE_AXE] = GAMEPAD_ITEM_CATEGORY_AXE, [WEAPONTYPE_TWO_HANDED_AXE] = GAMEPAD_ITEM_CATEGORY_AXE, [WEAPONTYPE_BOW] = GAMEPAD_ITEM_CATEGORY_BOW, [WEAPONTYPE_DAGGER] = GAMEPAD_ITEM_CATEGORY_DAGGER, [WEAPONTYPE_HAMMER] = GAMEPAD_ITEM_CATEGORY_HAMMER, [WEAPONTYPE_TWO_HANDED_HAMMER] = GAMEPAD_ITEM_CATEGORY_HAMMER, [WEAPONTYPE_SHIELD] = GAMEPAD_ITEM_CATEGORY_SHIELD, [WEAPONTYPE_HEALING_STAFF] = GAMEPAD_ITEM_CATEGORY_STAFF, [WEAPONTYPE_FIRE_STAFF] = GAMEPAD_ITEM_CATEGORY_STAFF, [WEAPONTYPE_FROST_STAFF] = GAMEPAD_ITEM_CATEGORY_STAFF, [WEAPONTYPE_LIGHTNING_STAFF] = GAMEPAD_ITEM_CATEGORY_STAFF, [WEAPONTYPE_SWORD] = GAMEPAD_ITEM_CATEGORY_SWORD, [WEAPONTYPE_TWO_HANDED_SWORD] = GAMEPAD_ITEM_CATEGORY_SWORD,} local weaponType if itemData.bagId and itemData.slotIndex then else end local category = WEAPON_TYPE_TO_CATEGORY_MAP[weaponType] return categoryendlocal ARMOR_EQUIP_TYPE_TO_CATEGORY_MAP = { [EQUIP_TYPE_CHEST] = GAMEPAD_ITEM_CATEGORY_CHEST, [EQUIP_TYPE_FEET] = GAMEPAD_ITEM_CATEGORY_FEET, [EQUIP_TYPE_HAND] = GAMEPAD_ITEM_CATEGORY_HANDS, [EQUIP_TYPE_HEAD] = GAMEPAD_ITEM_CATEGORY_HEAD, [EQUIP_TYPE_LEGS] = GAMEPAD_ITEM_CATEGORY_LEGS, [EQUIP_TYPE_NECK] = GAMEPAD_ITEM_CATEGORY_AMULET, [EQUIP_TYPE_RING] = GAMEPAD_ITEM_CATEGORY_RING, [EQUIP_TYPE_SHOULDERS] = GAMEPAD_ITEM_CATEGORY_SHOULDERS, [EQUIP_TYPE_WAIST] = GAMEPAD_ITEM_CATEGORY_WAIST,}-- Convert inventory/store weapon/armor item categories for companion variants.local ARMOR_AND_WEAPONS_FOR_COMPANIONS_CATEGORY_MAP = { [GAMEPAD_ITEM_CATEGORY_AMULET] = GAMEPAD_ITEM_CATEGORY_COMPANION_AMULET, [GAMEPAD_ITEM_CATEGORY_AXE] = GAMEPAD_ITEM_CATEGORY_COMPANION_AXE, [GAMEPAD_ITEM_CATEGORY_BOW] = GAMEPAD_ITEM_CATEGORY_COMPANION_BOW, [GAMEPAD_ITEM_CATEGORY_CHEST] = GAMEPAD_ITEM_CATEGORY_COMPANION_CHEST, [GAMEPAD_ITEM_CATEGORY_DAGGER] = GAMEPAD_ITEM_CATEGORY_COMPANION_DAGGER, [GAMEPAD_ITEM_CATEGORY_FEET] = GAMEPAD_ITEM_CATEGORY_COMPANION_FEET, [GAMEPAD_ITEM_CATEGORY_HAMMER] = GAMEPAD_ITEM_CATEGORY_COMPANION_HAMMER, [GAMEPAD_ITEM_CATEGORY_HANDS] = GAMEPAD_ITEM_CATEGORY_COMPANION_HANDS, [GAMEPAD_ITEM_CATEGORY_HEAD] = GAMEPAD_ITEM_CATEGORY_COMPANION_HEAD, [GAMEPAD_ITEM_CATEGORY_LEGS] = GAMEPAD_ITEM_CATEGORY_COMPANION_LEGS, [GAMEPAD_ITEM_CATEGORY_RING] = GAMEPAD_ITEM_CATEGORY_COMPANION_RING, [GAMEPAD_ITEM_CATEGORY_SHIELD] = GAMEPAD_ITEM_CATEGORY_COMPANION_SHIELD, [GAMEPAD_ITEM_CATEGORY_SHOULDERS] = GAMEPAD_ITEM_CATEGORY_COMPANION_SHOULDERS, [GAMEPAD_ITEM_CATEGORY_STAFF] = GAMEPAD_ITEM_CATEGORY_COMPANION_STAFF, [GAMEPAD_ITEM_CATEGORY_SWORD] = GAMEPAD_ITEM_CATEGORY_COMPANION_SWORD, [GAMEPAD_ITEM_CATEGORY_WAIST] = GAMEPAD_ITEM_CATEGORY_COMPANION_WAIST,} local category = ARMOR_EQUIP_TYPE_TO_CATEGORY_MAP[itemData.equipType] return categoryend local category = nil if itemData.itemType == ITEMTYPE_WEAPON then elseif itemData.itemType == ITEMTYPE_ARMOR then else end if itemData.actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then local companionCategory = ARMOR_AND_WEAPONS_FOR_COMPANIONS_CATEGORY_MAP[category] if companionCategory then category = companionCategory end end if category then endend --helper comparators return true end end return falseend return itemData.equipType == EQUIP_TYPE_INVALIDendfunction ZO_InventoryUtils_UpdateTooltipEquippedIndicatorText(tooltipType, equipSlot, actorCategory) local isHidden, highestPriorityVisualLayerThatIsShowing = WouldEquipmentBeHidden(equipSlot or EQUIP_SLOT_NONE, actorCategory) local equipSlotText = "" if equipSlot == EQUIP_SLOT_MAIN_HAND then elseif equipSlot == EQUIP_SLOT_BACKUP_MAIN then elseif equipSlot == EQUIP_SLOT_OFF_HAND then elseif equipSlot == EQUIP_SLOT_BACKUP_OFF then end local equippedStringId = SI_GAMEPAD_EQUIPPED_ITEM_HEADER if actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then equippedStringId = SI_GAMEPAD_EQUIPPED_COMPANION_ITEM_HEADER end if isHidden then GAMEPAD_TOOLTIPS:SetStatusLabelText(tooltipType, GetString(equippedStringId), equipSlotText, ZO_SELECTED_TEXT:Colorize(GetHiddenByStringForVisualLayer(highestPriorityVisualLayerThatIsShowing))) else endend |