ESO Function Data v100013
AddRefreshGroup()
Function Aliases
- No known aliases for this function.
Global Function Definitions
Local Function Definitions
- No known local definitions for this function.
Function Calls
- ingame/achievements/keyboard/achievements.lua:945 -- self.refreshGroups:AddRefreshGroup("FullUpdate",
{
RefreshAll = function()
self:OnAchievementsUpdated()
end,
})
- ingame/achievements/keyboard/achievements.lua:952 -- self.refreshGroups:AddRefreshGroup("AchievementUpdated",
{
RefreshSingle = function(achievementId)
self:OnAchievementUpdated(achievementId)
end,
})
- ingame/achievements/keyboard/achievements.lua:959 -- self.refreshGroups:AddRefreshGroup("AchievementAwarded",
{
RefreshSingle = function(achievementId)
self:OnAchievementAwarded(achievementId)
end,
})
- ingame/collections/keyboard/collectionsbook.lua:351 -- self.refreshGroups:AddRefreshGroup("FullUpdate",
{
RefreshAll = function()
self:UpdateCollection()
end,
})
- ingame/collections/keyboard/collectionsbook.lua:358 -- self.refreshGroups:AddRefreshGroup("CollectibleUpdated",
{
RefreshSingle = function(collectibleId)
self:UpdateCollectible(collectibleId)
end,
})
- ingame/inventory/sharedinventory.lua:31 -- self.refresh:AddRefreshGroup("inventory",
{
RefreshAll = function()
self:RefreshInventory(BAG_BACKPACK)
self:RefreshInventory(BAG_WORN)
-- Only update the bank bag when we are actually banking
-- this assumes that, outside of banking, full inventory updates don't actually modify the bank
if GetInteractionType() == INTERACTION_BANK then
self:RefreshInventory(BAG_BANK)
end
end,
RefreshSingle = function(...)
self:RefreshSingleSlot(...)
end,
})
- ingame/inventory/sharedinventory.lua:47 -- self.refresh:AddRefreshGroup("guild_bank",
{
RefreshAll = function()
self:RefreshInventory(BAG_GUILDBANK)
end,
})
- ingame/inventory/sharedinventory.lua:54 -- self.refresh:AddRefreshGroup("quest_inventory",
{
RefreshAll = function()
self:RefreshAllQuests()
end,
RefreshSingle = function(questIndex)
self:RefreshSingleQuest(questIndex)
end,
})
- ingame/map/cmaphandlers.lua:17 -- self.refresh:AddRefreshGroup("keep",
{
RefreshAll = function()
self:RefreshKeeps()
end,
RefreshSingle = function(...)
self:RefreshKeep(...)
end,
})
- ingame/map/cmaphandlers.lua:27 -- self.refresh:AddRefreshGroup("avaObjectives",
{
RefreshAll = function()
self:RefreshAvAObjectives()
end,
})
- ingame/map/worldmap.lua:6159 -- g_mapRefresh:AddRefreshGroup("keep",
{
RefreshAll = RefreshKeeps,
RefreshSingle = RefreshKeep,
IsShown = IsPresentlyShowingKeeps,
})
- ingame/map/worldmap.lua:6166 -- g_mapRefresh:AddRefreshGroup("keepNetwork",
{
RefreshAll = function()
if(g_keepNetworkManager) then
g_keepNetworkManager:RefreshLinks()
end
end,
IsShown = IsPresentlyShowingKeeps,
})
- ingame/map/worldmap.lua:6176 -- g_mapRefresh:AddRefreshGroup("avaObjectives",
{
RefreshAll = RefreshAvAObjectives,
IsShown = IsPresentlyShowingKeeps,
})
- ingame/map/worldmap.lua:6182 -- g_mapRefresh:AddRefreshGroup("group",
{
RefreshAll = ZO_WorldMap_RefreshGroupPins,
})