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--This data will determine how the screens are laid out and presented to the player. It lets you control what goes into the dropdown and what goes into the list (keyboard)--Or what goes into root list and what gets drilled down into a sub list (gamepad). Should be initialized with any number of LFG activity types. return managerend self:SetVisibleEntryTypes(ZO_ACTIVITY_FINDER_LOCATION_ENTRY_TYPE.SPECIFIC, ZO_ACTIVITY_FINDER_LOCATION_ENTRY_TYPE.SET)endendfunction ZO_ActivityFinderFilterModeData:SetSubmenuFilterNames(specificFilterName, randomFilterName)endendendendend if entryType == entryTypeToCheck then return true end end return falseend--------------------Initialization-------------------- return managerend self.keyboardObject = ZO_ActivityFinderTemplate_Keyboard:New(self, categoryData.keyboardData, categoryData.keyboardData.priority) end self.gamepadObject = ZO_ActivityFinderTemplate_Gamepad:New(self, categoryData.gamepadData, categoryData.gamepadData.priority)endendendendendendend return true end end return falseenddo local VERBOSE_COOLDOWN_TEXT = true --if the text is a function, that means theres a timer involved that we want to refresh on update return function() return ZO_ACTIVITY_FINDER_ROOT_MANAGER:GetLFGCooldownLockText(cooldownType, VERBOSE_COOLDOWN_TEXT) end end end return nil endend local isManagerLocked = false local managerLockReasons = { } if reason == true then isManagerLocked = true break end end return isManagerLocked, managerLockReasonsend local lockReasonText if isManagerLocked then if managerLockReasons.isLockedByCooldown then end end return lockReasonTextend |