ESO Lua File v100015

ingame/death/death.lua

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--Death Type
--------------
local DeathType = ZO_Object:Subclass()
function DeathType:New(control)
    local deathType = ZO_Object.New(self)
    deathType.control = control
    deathType.buttons = { GetControl(control, "Button1"), GetControl(control, "Button2"), GetControl(control, "Button3") }
    if(deathType.buttons[1]) then
        deathType.buttons[1]:SetKeybind("DEATH_PRIMARY")
    end
    if(deathType.buttons[2]) then
        deathType.buttons[2]:SetKeybind("DEATH_SECONDARY")
    end
    if(deathType.buttons[3]) then
        deathType.buttons[3]:SetKeybind("DEATH_TERTIARY")
    end
    deathType.deathRecapToggleButton = control:GetNamedChild("DeathRecapToggleButton")
    
    return deathType
end
    self.deathRecapToggleButton:SetEnabled(enabled)
end
function DeathType:ToggleDeathRecap()
    self.deathRecapToggleButton:OnClicked()
end
function DeathType:GetButtonByKeybind(keybind)
    if(keybind == "DEATH_PRIMARY") then
        return self.buttons[1]
    elseif(keybind == "DEATH_SECONDARY") then
        return self.buttons[2]
    else
        return self.buttons[3]
    end
end
function DeathType:GetButton(index)
    return self.buttons[index]
end
function DeathType:SetHidden(hidden)
    if(self.control) then
        self.control:SetHidden(hidden)
    end
end
function DeathType:IsHidden()
    return self.control:IsHidden()
end
function DeathType:SelectOption(keybind)
    local button = self:GetButtonByKeybind(keybind)
    if(button) then
        button:OnClicked()
    end
end
function DeathType:UpdateDisplay()
    
end
local SOUL_GEM_FILLED_TEXT = GetString(SI_SOUL_GEM_FILLED)
local SOUL_GEM_ICON_MARKUP = "|t32:32:%s|t"
local SOUL_GEM_ICON_MARKUP_INHERIT_COLOR = "|t32:32:%s:inheritColor|t"
    local name, soulGemIcon, soulGemStackCount, soulGemQuality = GetSoulGemInfo(SOUL_GEM_TYPE_FILLED, level)
    local coloredFilledText
    local coloredSoulGemIconMarkup
    local success
    if(soulGemStackCount > 0) then
        local qualityColor = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, soulGemQuality))
        coloredFilledText = qualityColor:Colorize(SOUL_GEM_FILLED_TEXT)
        coloredSoulGemIconMarkup = string.format(SOUL_GEM_ICON_MARKUP, soulGemIcon)
        success = true
    else
        local _, soulGemIcon = GetSoulGemInfo(SOUL_GEM_TYPE_FILLED, level, false)
        coloredFilledText = ZO_ERROR_COLOR:Colorize(SOUL_GEM_FILLED_TEXT)
        coloredSoulGemIconMarkup = ZO_ERROR_COLOR:Colorize(string.format(SOUL_GEM_ICON_MARKUP_INHERIT_COLOR, soulGemIcon))
        success = false
    end
    return success, coloredFilledText, coloredSoulGemIconMarkup
end
    return IsPlayerInRaid()
end
    return IsPlayerInReviveCounterRaid() and not IsPlayerInRaidStagingArea() and not HasRaidEnded()
end
function DeathType:LayoutHereButton(hereButton)
    local soulGemAvailable, freeRevive = select(9, GetDeathInfo())
    local inReviveCounterRaid = IsPlayerInReviveCounterRaid()
    if(freeRevive and not inReviveCounterRaid) then
        hereButton:SetEnabled(true)
        hereButton:SetText(GetString(SI_DEATH_PROMPT_HERE))
        return
    end
    
    local level = GetUnitEffectiveLevel("player")
    local name, soulGemIcon, soulGemStackCount, soulGemQuality = GetSoulGemInfo(SOUL_GEM_TYPE_FILLED, level) 
    hereButton:SetEnabled(soulGemStackCount > 0 or freeRevive)
    
    local soulGemSuccess, coloredFilledText, coloredSoulGemIconMarkup = ZO_Death_GetResurrectSoulGemText(level)
    hereButton:SetText(zo_strformat(soulGemSuccess and SI_DEATH_PROMPT_HERE_GEM or SI_DEATH_PROMPT_HERE_GEM_FAILED, coloredFilledText, coloredSoulGemIconMarkup))
    local reviveTextControl = hereButton:GetNamedChild("ReviveText")
    reviveTextControl:SetText(GetString(SI_DEATH_PROMPT_REVIVE_LABEL))
end
function DeathType:LayoutWayshrineButton(wayshrineButton)
     if IsInImperialCity() then
          wayshrineButton:SetText(GetString(SI_DEATH_PROMPT_RELEASE))
     else
          wayshrineButton:SetText(GetString(SI_DEATH_PROMPT_WAYSHRINE))
    end
    local reviveTextControl = wayshrineButton:GetNamedChild("ReviveText")
    reviveTextControl:SetText(GetString(SI_DEATH_PROMPT_REVIVE_LABEL))
end
function DeathType:UpdateButtonsEnabled()
    local button1 = self:GetButton(1)
    local button2 = self:GetButton(2)
    if IsQueuedForCyclicRespawn() then
        if button1 then
            button1:SetEnabled(false)
        end
        if button2 then
            button2:SetEnabled(false)
        end
    else
        if button1 then
            button1:SetEnabled(true)
        end
        if button2 then
            button2:SetEnabled(true)
        end
    end
end
function LayoutDeathRecapToggleButton(deathRecapToggleButton)
    if deathRecapToggleButton then
        deathRecapToggleButton:SetText(GetString(SI_DEATH_RECAP_TOGGLE_KEYBIND))
    end
end
--AvA Death Type
-----------------
local AvADeath = DeathType:Subclass()
function AvADeath:New(control)
    local ava = DeathType.New(self, control)
    
    local button1 = ava:GetButton(1)
    button1:SetText(GetString(SI_DEATH_PROMPT_CHOOSE_REVIVE_LOCATION))
    button1:SetCallback(function()
        ZO_WorldMap_ShowAvARespawns()
        ZO_WorldMap_ShowWorldMap()
    end)
    ava.messageLabel = GetControl(control, "Message")
    ava.messageLabel:SetText(GetString(SI_DEATH_PROMPT_AVA))
    ava.messageLabel:SetHidden(true)
    ava.timerCooldown = GetControl(control, "Timer")
    ava.timerCooldown:SetNumWarningSounds(5)
    ava.timerCooldown:SetHidden(true)
    ava.messageHidden = true
    control:SetHandler("OnUpdate", function() ava:UpdateDisplay() end)
    control:SetHandler("OnHide", function() ava.timerCooldown:Stop() end)
    return ava
end
function AvADeath:UpdateDisplay()
    local _, timeUntilAutoReleaseMs = GetDeathInfo()
    if(timeUntilAutoReleaseMs < 60000) then
        if(self.messageHidden) then
            self.messageHidden = false
            self.messageLabel:SetHidden(false)
            self.timerCooldown:Start(timeUntilAutoReleaseMs)
            self.timerCooldown:SetHidden(false)
        end
    else
        if(not self.messageHidden) then
            self.messageHidden = true
            self.messageLabel:SetHidden(true)
            self.timerCooldown:Stop()
            self.timerCooldown:SetHidden(true)
        end
    end
end
--Imperial City PvP Death Type
-----------------
local ImperialPvPDeath = DeathType:Subclass()
function ImperialPvPDeath:New(control)
    local imperialPvP = DeathType.New(self, control)
    imperialPvP.UPDATE_RATE = 1000
    imperialPvP.lastUpdate = 0
    local button1 = imperialPvP:GetButton(1)
    button1:SetText(GetString(SI_DEATH_PROMPT_CHOOSE_REVIVE_LOCATION))
    button1:SetCallback(function()
        ZO_WorldMap_ShowAvARespawns()
        ZO_WorldMap_ShowWorldMap()
    end)
    imperialPvP.messageLabel = GetControl(control, "Message")
    imperialPvP.messageLabel:SetText(GetString(SI_DEATH_PROMPT_AVA))
    imperialPvP.messageLabel:SetHidden(true)
    imperialPvP.timerCooldown = GetControl(control, "Timer")
    imperialPvP.timerCooldown:SetNumWarningSounds(5)
    imperialPvP.timerCooldown:SetHidden(true)
    imperialPvP.messageHidden = true
    local button2 = imperialPvP:GetButton(2)
    button2:SetCallback(Release)
    button2:SetText(GetString(SI_DEATH_PROMPT_RELEASE))
    control:SetHandler("OnUpdate", function() imperialPvP:UpdateDisplay() end)
    control:SetHandler("OnHide", function() imperialPvP.timerCooldown:Stop() end)
    return imperialPvP
end
function ImperialPvPDeath:UpdateDisplay()
    local _, timeUntilAutoReleaseMs = GetDeathInfo()
    if(timeUntilAutoReleaseMs < 60000) then
        if(self.messageHidden) then
            self.messageHidden = false
            self.messageLabel:SetHidden(false)
            self.timerCooldown:Start(timeUntilAutoReleaseMs)
            self.timerCooldown:SetHidden(false)
        end
    else
        if(not self.messageHidden) then
            self.messageHidden = true
            self.messageLabel:SetHidden(true)
            self.timerCooldown:Stop()
            self.timerCooldown:SetHidden(true)
        end
    end
end
--Imperial City PvE Death Type
-----------------
local ImperialPvEDeath = DeathType:Subclass()
function ImperialPvEDeath:New(control)
    local imperialPvE = DeathType.New(self, control)
    imperialPvE.UPDATE_RATE = 1000
    imperialPvE.lastUpdate = 0
    local button1 = imperialPvE:GetButton(1)
    button1:SetCallback(Revive)
    local button2 = imperialPvE:GetButton(2)
    button2:SetCallback(Release)
    button2:SetText(GetString(SI_DEATH_PROMPT_RELEASE))
    control:SetHandler("OnUpdate", function() imperialPvE:UpdateDisplay() end)
    return imperialPvE
end
function ImperialPvEDeath:CheckUpdateTimer()
    local time = GetGameTimeMilliseconds()
    if(time - self.lastUpdate > self.UPDATE_RATE) then
        self.lastUpdate = time
        return true
    end
end
function ImperialPvEDeath:UpdateDisplay()
    if self:CheckUpdateTimer() then
        self:LayoutHereButton(self:GetButton(1))
        self:UpdateButtonsEnabled()
    end
end
--BG Death Type
-----------------
local BGDeath = DeathType:Subclass()
function BGDeath:New(control)
    local bg = DeathType.New(self, control)
    local button1 = bg:GetButton(1)
    button1:SetText(GetString(SI_DEATH_PROMPT_JOIN))
    button1:SetCallback(JoinRespawnQueue)
    return bg   
end
function BGDeath:UpdateDisplay()
end
--Release Only Death
----------------------
local ReleaseOnlyDeath = DeathType:Subclass()
function ReleaseOnlyDeath:New(control)
    local releaseOnly = DeathType.New(self, control)
    
    local button1 = releaseOnly:GetButton(1)
    button1:SetCallback(Release)    
    
    return releaseOnly   
end
function ReleaseOnlyDeath:UpdateDisplay()
end
--Two Option Death
---------------------
local TwoOptionDeath = DeathType:Subclass()
function TwoOptionDeath:New(control)
    local twoOption = DeathType.New(self, control)
    twoOption.UPDATE_RATE = 1000
    twoOption.lastUpdate = 0
    local button1 = twoOption:GetButton(1)
    button1:SetCallback(Revive)
    local button2 = twoOption:GetButton(2)
    button2:SetCallback(Release)
    control:SetHandler("OnUpdate", function() twoOption:UpdateDisplay() end)
    
    return twoOption
end
function TwoOptionDeath:CheckUpdateTimer()
    local time = GetGameTimeMilliseconds()
    if(time - self.lastUpdate > self.UPDATE_RATE) then
        self.lastUpdate = time
        return true
    end
end
function TwoOptionDeath:UpdateDisplay()
    if self:CheckUpdateTimer() then
        self:LayoutHereButton(self:GetButton(1))
        LayoutDeathRecapToggleButton(self.deathRecapToggleButton)
    end
end
--Resurrect Pending
-------------------
local ResurrectPending = DeathType:Subclass()
function ResurrectPending:New(control)
    local resurrect = DeathType.New(self, control)
    resurrect.messageLabel = GetControl(control, "Message")
    resurrect.timerCooldown = GetControl(control, "Timer")
    resurrect.timerCooldown:SetNumWarningSounds(5)
    control:SetHandler("OnHide", function()
        resurrect.timerCooldown:Stop()
    end)
    local button1 = resurrect:GetButton(1)
    button1:SetText(GetString(SI_DIALOG_ACCEPT))
    button1:SetCallback(AcceptResurrect)
    local button2 = resurrect:GetButton(2)
    button2:SetText(GetString(SI_DIALOG_DECLINE))
    button2:SetCallback(DeclineResurrect)
    return resurrect
end
function ResurrectPending:UpdateDisplay()
    local resurrectRequesterCharacterName, timeLeftToAcceptMs, resurrectRequesterDisplayName = GetPendingResurrectInfo()
    local text = zo_strformat(SI_DEATH_PROMPT_RESURRECT_TEXT, ZO_GetPrimaryPlayerName(resurrectRequesterDisplayName, resurrectRequesterCharacterName))
    self.messageLabel:SetText(text)
    self.timerCooldown:Start(timeLeftToAcceptMs)
end
--In Encounter
---------------
local InEncounter = DeathType:Subclass()
function InEncounter:New(control)
    local inEncounter = DeathType.New(self, control)
    inEncounter.message = GetControl(control, "Message")
    return inEncounter
end
function InEncounter:ApplyTemplateToMessage(template)
    self.message:ApplyTemplateToLabel(template)
end
--Death
-------------
local DEATH_TYPE_TWO_OPTION = "Death"
local DEATH_TYPE_RELEASE_ONLY = "ReleaseOnly"
local DEATH_TYPE_AVA = "AvA"
local DEATH_TYPE_IMPERIAL_PVP = "ImperialPvP"
local DEATH_TYPE_IMPERIAL_PVE = "ImperialPvE"
local DEATH_TYPE_BATTLE_GROUND = "BG"
local DEATH_TYPE_RESURRECT_PENDING = "Resurrect"
local DEATH_TYPE_IN_ENCOUNTER = "InEncounter"
local DEATH_PROMPT_DELAY_MS = 2000
local Death = ZO_CallbackObject:Subclass()
function Death:New(control)
    local death = ZO_CallbackObject.New(self)
    death.control = control
    death.waitingToShowPrompt = false
    death.isPlayerDead = IsUnitDead("player")
    death.cyclicRespawnTimer = GetControl(control, "CyclicRespawnTimer")
    death.types = {}
    death.types[DEATH_TYPE_AVA] = AvADeath:New(GetControl(control, "AvA"))
    death.types[DEATH_TYPE_IMPERIAL_PVP] = ImperialPvPDeath:New(GetControl(control, "ImperialPvP"))
    death.types[DEATH_TYPE_IMPERIAL_PVE] = ImperialPvEDeath:New(GetControl(control, "ImperialPvE"))
    death.types[DEATH_TYPE_BATTLE_GROUND] = BGDeath:New(GetControl(control, "BG"))
    death.types[DEATH_TYPE_RELEASE_ONLY] = ReleaseOnlyDeath:New(GetControl(control, "ReleaseOnly"))
    death.types[DEATH_TYPE_TWO_OPTION] = TwoOptionDeath:New(GetControl(control, "TwoOption"))
    death.types[DEATH_TYPE_RESURRECT_PENDING] = ResurrectPending:New(GetControl(control, "Resurrect"))
    death.types[DEATH_TYPE_IN_ENCOUNTER] = InEncounter:New(GetControl(control, "InEncounter"))
    local function UpdateDisplay()
        death:UpdateDisplay()
    end
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_PLAYER_DEAD, function() death:OnPlayerDead() end)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_PLAYER_ALIVE, function() death:OnPlayerAlive() end)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_RESURRECT_REQUEST, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_RESURRECT_REQUEST_REMOVED, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_GRAVEYARD_USAGE_FAILURE, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_RAID_TRIAL_COMPLETE, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_RAID_TRIAL_FAILED, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_PLAYER_DEATH_REQUEST_FAILURE, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_PLAYER_DEATH_INFO_UPDATE, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_PLAYER_QUEUED_FOR_CYCLIC_RESPAWN, UpdateDisplay)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_RAID_REVIVE_COUNTER_UPDATE, function() 
          if(self.currentType) then
            self.types[self.currentType]:UpdateDisplay()
        end
     end)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_PLAYER_ACTIVATED, function()
        death:UpdateDisplay()
    end)
    EVENT_MANAGER:RegisterForEvent("Death", EVENT_RAID_TIMER_STATE_UPDATE, function()
        death:UpdateDisplay()
    end)
    DEATH_FRAGMENT = ZO_HUDFadeSceneFragment:New(control)
    DEATH_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
        death:UpdateBindingLayer()
    end)
    DEATH_FRAGMENT:SetHiddenForReason("NotShowingAsDead", true)
    death:UpdateDisplay()
    death:ApplyStyle() -- Setup initial visual style based on current mode.
    control:RegisterForEvent(EVENT_GAMEPAD_PREFERRED_MODE_CHANGED, function() death:OnGamepadPreferredModeChanged() end)
    return death
end
function Death:GetDeathType()
    if(IsResurrectPending()) then
        return DEATH_TYPE_RESURRECT_PENDING
    else
        local isEncounterInProgress, isAVADeath, isBattleGroundDeath, isReleaseOnly, _, _, isRaidDeath, _, respawnQueueDuration = select(5, GetDeathInfo())
        local useCyclicRespawn = respawnQueueDuration > 0
        local deathType
        if IsInImperialCity() then -- Special snowflake scenario
               if isReleaseOnly then
                    deathType = DEATH_TYPE_RELEASE_ONLY
               else
                    deathType = isAVADeath and DEATH_TYPE_IMPERIAL_PVP or DEATH_TYPE_IMPERIAL_PVE
               end
        elseif isBattleGroundDeath then
            deathType = DEATH_TYPE_BATTLE_GROUND
        elseif isAVADeath then 
            deathType = DEATH_TYPE_AVA
        elseif isEncounterInProgress then
            deathType = DEATH_TYPE_IN_ENCOUNTER
        elseif isRaidDeath then
            if isReleaseOnly then
                deathType = DEATH_TYPE_RELEASE_ONLY
            else
                deathType = DEATH_TYPE_TWO_OPTION
            end
        elseif isReleaseOnly then 
            deathType = DEATH_TYPE_RELEASE_ONLY
        else
            deathType = DEATH_TYPE_TWO_OPTION
        end
        return deathType, useCyclicRespawn
    end
end
    for _, deathType in pairs(self.types) do
        deathType:SetDeathRecapToggleButtonEnabled(enabled)
    end
end
function Death:UpdateDisplay()
    if(self.waitingToShowPrompt) then
        return
    end
    if not self.isPlayerDead and self.cyclicRespawnTimer.isRunning then
        self:StopCyclicRespawnTimer()
    end
    DEATH_FRAGMENT:SetHiddenForReason("NotShowingAsDead", not self.isPlayerDead)
    
    local nextType, useCyclicRespawn
    if(self.isPlayerDead) then
        nextType, useCyclicRespawn = self:GetDeathType()
    end    
    if useCyclicRespawn and not self.cyclicRespawnTimer.isRunning then
        self:StartCyclicRespawnTimer()
    end
    local deathTypeChanged = false
    if(self.currentType ~= nextType) then
        if(self.currentType) then
            self.types[self.currentType]:SetHidden(true)
        end
        if(nextType) then
            self.types[nextType]:SetHidden(false)
        end
        self.currentType = nextType
        deathTypeChanged = true
    end
    if(self.currentType) then
        self.types[self.currentType]:UpdateDisplay()
        self.types[self.currentType]:UpdateButtonsEnabled()
        INSTANCE_KICK_WARNING_DEAD:SetHiddenForReason("deathHidden", false)
    else
        INSTANCE_KICK_WARNING_DEAD:SetHiddenForReason("deathHidden", true)
    end
    if(deathTypeChanged) then
        self:FireCallbacks("OnDeathTypeChanged", nextType)
    end
end
function Death:UpdateBindingLayer()
    if(not self.control:IsHidden() and self.currentType ~= nil) then
        InsertNamedActionLayerAbove("Death", GetString(SI_KEYBINDINGS_LAYER_GENERAL))
    else
        RemoveActionLayerByName("Death")
    end
end
do
    local function ApplyNormalColorToKeybind(keybind, color)
        keybind:SetNormalTextColor(color)
    end
    local function ApplyNormalColorToOneButton(buttons, color)
        ApplyNormalColorToKeybind(GetControl(buttons, "Button1"), color)
        ApplyNormalColorToKeybind(GetControl(buttons, "DeathRecapToggleButton"), color)
    end
    local function ApplyNormalColorToTwoButton(buttons, color)
        ApplyNormalColorToOneButton(buttons, color)
        ApplyNormalColorToKeybind(GetControl(buttons, "Button2"), color)
    end
    local function ApplyNormalColorToThreeButton(buttons, color)
        ApplyNormalColorToTwoButton(buttons, color)
        ApplyNormalColorToKeybind(GetControl(buttons, "Button3"), color)
    end
    local function ApplyNormalColorToDeath(control, color)
        ApplyNormalColorToOneButton(control:GetNamedChild("ReleaseOnly"), color)
        ApplyNormalColorToTwoButton(control:GetNamedChild("TwoOption"), color)
        ApplyNormalColorToTwoButton(control:GetNamedChild("Resurrect"), color)
        ApplyNormalColorToTwoButton(control:GetNamedChild("ImperialPvP"), color)
        ApplyNormalColorToTwoButton(control:GetNamedChild("ImperialPvE"), color)
    end
    function Death:ApplyStyle()
        local isGamepad = IsInGamepadPreferredMode()
        ApplyNormalColorToDeath(self.control, isGamepad and ZO_SELECTED_TEXT or ZO_NORMAL_TEXT)
        self.types[DEATH_TYPE_IN_ENCOUNTER]:ApplyTemplateToMessage(ZO_GetPlatformTemplate("ZO_DeathInEncouterLoadingLabel"))
    end
end
--Cyclic Respawn Timer
function Death:InitializeCyclicRespawnTimer()
    self.cyclicRespawnTimer.isRunning = false
    self.cyclicRespawnTimer.loadBar = GetControl(self.cyclicRespawnTimer, "LoadBar")
    self.cyclicRespawnTimer.respawningTimeLabel = GetControl(self.cyclicRespawnTimer, "RespawnTimerText")
end
function Death:StartCyclicRespawnTimer()
    self.cyclicRespawnTimer.isRunning = true
    self.cyclicRespawnTimer:SetHidden(false)
    EVENT_MANAGER:RegisterForUpdate("CyclicRespawnTimer", 0, function() self:UpdateCyclicRespawnTimer() end)
end
function Death:UpdateCyclicRespawnTimer()
    local respawnQueueDuration, respawnQueueTimeLeft = select(13, GetDeathInfo())
    local screenWidth = GuiRoot:GetWidth()
    local progress = 0
    if respawnQueueDuration > 0 then
        progress = (respawnQueueDuration - respawnQueueTimeLeft) / respawnQueueDuration
    end
    self.cyclicRespawnTimer.loadBar:SetWidth(screenWidth * progress)
    if IsQueuedForCyclicRespawn() then
        local secondsToWait = respawnQueueTimeLeft / 1000
        secondsToWait = zo_max(secondsToWait, 0)
        local timeLeft = ""
        if (secondsToWait < 10) then
            timeLeft = ZO_FormatTime(secondsToWait, TIME_FORMAT_STYLE_DESCRIPTIVE_MINIMAL_SHOW_TENTHS_SECS, TIME_FORMAT_PRECISION_TENTHS, TIME_FORMAT_DIRECTION_DESCENDING)
        else
            timeLeft = ZO_FormatTimeLargestTwo(secondsToWait, TIME_FORMAT_STYLE_DESCRIPTIVE_MINIMAL)
        end
        self.cyclicRespawnTimer.respawningTimeLabel:SetText(zo_strformat(SI_DEATH_PROMPT_WAITING_RELEASE, timeLeft))
    else
        self.cyclicRespawnTimer.respawningTimeLabel:SetText("")
    end
end
function Death:StopCyclicRespawnTimer()
    self.cyclicRespawnTimer.isRunning = false
    self.cyclicRespawnTimer:SetHidden(true)
    EVENT_MANAGER:UnregisterForUpdate("CyclicRespawnTimer")
end
--bindings
function Death:SelectOption(keybind)
    if(self.currentType) then
        self.types[self.currentType]:SelectOption(keybind)
    end
end
    DEATH_RECAP:SetWindowOpen(not DEATH_RECAP:IsWindowOpen())
end
function Death:ToggleDeathRecap()
    if(self.currentType) then
        self.types[self.currentType]:ToggleDeathRecap()
    end
end
--Events
function Death:OnPlayerAlive()
    self.isPlayerDead = false
    self.waitingToShowPrompt = false
    EVENT_MANAGER:UnregisterForUpdate("WaitToShowDeath")
    self:UpdateDisplay()
end
function Death:OnPlayerDead()
    self.isPlayerDead = true
    if(not self.waitingToShowPrompt) then
        self.waitingToShowPrompt = true
        EVENT_MANAGER:RegisterForUpdate("WaitToShowDeath", DEATH_PROMPT_DELAY_MS, function()
            self.waitingToShowPrompt = false
            EVENT_MANAGER:UnregisterForUpdate("WaitToShowDeath")
            self:UpdateDisplay()
        end)
    end
end
    self:ApplyStyle()
end
--Global XML
    DEATH = Death:New(self)
end
    if (DEATH) then
        DEATH:UpdateBindingLayer()        
    end
end
    if (DEATH) then
        DEATH:UpdateBindingLayer()        
    end
end