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--staticZO_SceneManager_Leader.bypassHideSceneConfirmationReason = 0 ZO_SceneManager_Leader.bypassHideSceneConfirmationReason = ZO_SceneManager_Leader.bypassHideSceneConfirmationReason + 1 _G[reasonName] = ZO_SceneManager_Leader.bypassHideSceneConfirmationReasonend--class EVENT_MANAGER:RegisterForEvent("SceneManager", EVENT_REMOTE_SCENE_REQUEST, function(eventId, ...) self:OnRemoteSceneRequest(...) end)end-- sequence numberend if messageOrigin ~= ZO_REMOTE_SCENE_CHANGE_ORIGIN then if requestType == REMOTE_SCENE_REQUEST_TYPE_SHOW_BASE_SCENE then return end if scene then if requestType == REMOTE_SCENE_REQUEST_TYPE_SWAP then else if requestType == REMOTE_SCENE_REQUEST_TYPE_HIDE then end else if requestType == REMOTE_SCENE_REQUEST_TYPE_PUSH then elseif requestType == REMOTE_SCENE_REQUEST_TYPE_SHOW then end end end end endend-- scene stack if self.currentScene and self.nextScene and self.nextScenePushed and self.currentScene:GetName() == sceneName then return true end return true end end return falseend endend return true end end return falseend endend endend endendend endend if numScenes > 0 then for i = 1, numScenes - 1 do end endend if numScenes > 0 then for i = 1, numScenes do end endend-- next scene overridesfunction ZO_SceneManager_Leader:SetNextScene(nextScene, push, nextSceneClearsSceneStack, numScenesNextScenePops) ZO_SceneManager_Base.SetNextScene(self, nextScene, push, nextSceneClearsSceneStack, numScenesNextScenePops)end-- scene logic local topSceneName else end local KEEP_SCENE_STACK = false endend local KEEP_SCENE_STACK = false end endend--[[ Replace the current scene with a new scene while preserving the stack Current Stack --> New Stack | Current Scene | | New Scene | | Scene 2 | | Scene 2 | | Scene 1 | | Scene 1 | If there isn't actually anything on the stack, Show is used to replace the scene--]] local NUMBER_OF_SCENES_TO_POP = 1 else endend local IS_PUSH = trueendfunction ZO_SceneManager_Leader:ShowWithFollowup(sceneName, resultCallback, push, nextSceneClearsSceneStack, numScenesNextScenePops, bypassHideSceneConfirmationReason) self:Show(sceneName, push, nextSceneClearsSceneStack, numScenesNextScenePops, bypassHideSceneConfirmationReason) else self:Show(sceneName, push, nextSceneClearsSceneStack, numScenesNextScenePops, bypassHideSceneConfirmationReason) local ALLOWED_TO_HIDE_CURRENT_SCENE = true endend-- Note that push, nextSceneClearsSceneStack, numScenesNextScenePops, and bypassHideSceneConfirmationReason are meant to be INTERNAL parameters. They should NOT-- be used when calling Show from outside of this file. These same params should be passed to ConfirmHideScene.function ZO_SceneManager_Leader:Show(sceneName, push, nextSceneClearsSceneStack, numScenesNextScenePops, bypassHideSceneConfirmationReason) if nextScene == nil then return end if nextSceneClearsSceneStack == nil then nextSceneClearsSceneStack = true end if numScenesNextScenePops == nil then numScenesNextScenePops = 0 end --if a scene exists if currentScene then return end if nextScene ~= currentScene then --If we need confirmation to hide this scene go request it unless we've already done that and this is the response return currentScene:ConfirmHideScene(sceneName, push, nextSceneClearsSceneStack, numScenesNextScenePops, bypassHideSceneConfirmationReason) end local CURRENT_SCENE_IGNORED = "" local NO_SEQUENCE_NUMBER = 0 local FRAGMENT_COMPLETE_STATE_IGNORED = false local nextSceneName = self.nextScene and self.nextScene:GetName() or ZO_REMOTE_SCENE_NO_SCENE_IDENTIFIER SendLeaderToFollowerSync(ZO_REMOTE_SCENE_CHANGE_ORIGIN, REMOTE_SCENE_SYNC_TYPE_CHANGE_NEXT_SCENE, CURRENT_SCENE_IGNORED, nextSceneName, NO_SEQUENCE_NUMBER, FRAGMENT_COMPLETE_STATE_IGNORED) end else end else if oldNextScene then end end end else --otherwise, start showing this scene endend if self.currentScene and self.currentScene:GetName() == sceneName and self.currentScene:GetState() ~= SCENE_HIDING then endend return currentScene and currentScene:HasHideSceneConfirmation() and bypassHideSceneConfirmationReason ~= ZO_BHSCR_ALREADY_SEEN and currentScene:IsShowing()end return nextScene and nextScene:HasHideSceneConfirmation() and bypassHideSceneConfirmationReason ~= ZO_BHSCR_ALREADY_SEENendendend local syncType = currentScene:IsShowing() and REMOTE_SCENE_SYNC_TYPE_SHOW_SCENE or REMOTE_SCENE_SYNC_TYPE_HIDE_SCENE local sequenceNumber = 0 local currentSceneTransitionComplete = true end end local nextSceneName = self.nextScene and self.nextScene:GetName() or ZO_REMOTE_SCENE_NO_SCENE_IDENTIFIER SendLeaderToFollowerSync(ZO_REMOTE_SCENE_CHANGE_ORIGIN, syncType, currentSceneName, nextSceneName, sequenceNumber, currentSceneTransitionComplete)end if newState == SCENE_HIDING or newState == SCENE_SHOWING then end endend-- override of ZO_SceneManager_Base:OnSceneStateHidden local nextSceneGroup if currentNextScene then end if lastSceneGroup ~= nextSceneGroup then if lastSceneGroup ~= nil then end if nextSceneGroup ~= nil then -- Check to see if self.nextScene has changed as a result of nextSceneGroup:SetState(SCENE_GROUP_SHOWING) -- If self.nextScene has changed and currentNextScene's scene group is no longer showing, we set its state to SCENE_GROUP_HIDDEN if nextSceneGroup ~= newNextSceneGroup then end -- Update currentNextScene to the new scene end end end if currentNextScene then end end else end endendend if bypassHideSceneConfirmationReason then local DEFAULT_PUSH = nil local DEFAULT_NEXT_SCENE_CLEARS_SCENE_STACK = nil local DEFAULT_NUM_SCENES_NEXT_SCENE_POPS = nil self:Show(self:GetBaseScene():GetName(), DEFAULT_PUSH, DEFAULT_NEXT_SCENE_CLEARS_SCENE_STACK, DEFAULT_NUM_SCENES_NEXT_SCENE_POPS, bypassHideSceneConfirmationReason) else endend |