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local g_isReadOnly = false
local isDeadReadOnly = false
local isShowingReadOnlyFragment = false
local MOUSE_OVER_TEXTURE = "EsoUI/Art/ActionBar/actionBar_mouseOver.dds"
end
local slots = nil
local heldSlotLinkage = nil
slots =
{
[ EQUIP_SLOT_HEAD ] = ZO_CharacterEquipmentSlotsHead ,
[ EQUIP_SLOT_NECK ] = ZO_CharacterEquipmentSlotsNeck ,
[ EQUIP_SLOT_CHEST ] = ZO_CharacterEquipmentSlotsChest ,
[ EQUIP_SLOT_SHOULDERS ] = ZO_CharacterEquipmentSlotsShoulder ,
[ EQUIP_SLOT_MAIN_HAND ] = ZO_CharacterEquipmentSlotsMainHand ,
[ EQUIP_SLOT_OFF_HAND ] = ZO_CharacterEquipmentSlotsOffHand ,
[ EQUIP_SLOT_POISON ] = ZO_CharacterEquipmentSlotsPoison ,
[ EQUIP_SLOT_WAIST ] = ZO_CharacterEquipmentSlotsBelt ,
[ EQUIP_SLOT_LEGS ] = ZO_CharacterEquipmentSlotsLeg ,
[ EQUIP_SLOT_FEET ] = ZO_CharacterEquipmentSlotsFoot ,
[ EQUIP_SLOT_COSTUME ] = ZO_CharacterEquipmentSlotsCostume ,
[ EQUIP_SLOT_RING1 ] = ZO_CharacterEquipmentSlotsRing1 ,
[ EQUIP_SLOT_RING2 ] = ZO_CharacterEquipmentSlotsRing2 ,
[ EQUIP_SLOT_HAND ] = ZO_CharacterEquipmentSlotsGlove ,
[ EQUIP_SLOT_BACKUP_MAIN ] = ZO_CharacterEquipmentSlotsBackupMain ,
[ EQUIP_SLOT_BACKUP_OFF ] = ZO_CharacterEquipmentSlotsBackupOff ,
[ EQUIP_SLOT_BACKUP_POISON ] = ZO_CharacterEquipmentSlotsBackupPoison ,
}
heldSlotLinkage =
{
[ EQUIP_SLOT_MAIN_HAND ] = { linksTo = EQUIP_SLOT_OFF_HAND } ,
[ EQUIP_SLOT_BACKUP_MAIN ] = { linksTo = EQUIP_SLOT_BACKUP_OFF } ,
[ EQUIP_SLOT_OFF_HAND ] =
{
end ,
return iconFile , slotHasItem , locked
end ,
} ,
[ EQUIP_SLOT_BACKUP_OFF ] =
{
end ,
return iconFile , slotHasItem , locked
end ,
} ,
}
end
end
local PLAY_ANIMATION = true
local NO_ANIMATION = false
local slotHasItem , iconFile , locked
else
-- make _ local so it doesn't leak globally
local _
end
local disabled = ( ( slotId == EQUIP_SLOT_BACKUP_MAIN ) or ( slotId == EQUIP_SLOT_BACKUP_OFF ) or ( slotId == EQUIP_SLOT_BACKUP_POISON ) ) and GetUnitLevel ( "player" ) < GetWeaponSwapUnlockedLevel ( )
if disabled then
elseif slotHasItem then
if animationOption == PLAY_ANIMATION then
end
else
end
if slotId == EQUIP_SLOT_POISON or slotId == EQUIP_SLOT_BACKUP_POISON then
if slotControl . stackCount > 1 then
local USE_LOWERCASE_NUMBER_SUFFIXES = false
stackCountLabel : SetText ( ZO_AbbreviateAndLocalizeNumber ( slotControl . stackCount , NUMBER_ABBREVIATION_PRECISION_LARGEST_UNIT , USE_LOWERCASE_NUMBER_SUFFIXES ) )
else
end
else
slotControl . stackCount = slotHasItem and 1 or 0
end
else
local alpha = g_isReadOnly and 0.5 or 1
if not disabled and locked then
else
end
end
end
local linkData = heldSlotLinkage [ slotId ]
-- If this slot links to or pulls from another slot, it must have the right fields
-- in the heldSlotLinkage table. If it doesn't, the data needs to be fixed up.
if linkData then
if linkData . linksTo then
local animateLinkedSlot = animationOption
if updateReason == INVENTORY_UPDATE_REASON_ITEM_CHARGE or updateReason == INVENTORY_UPDATE_REASON_PLAYER_LOCKED then
animateLinkedSlot = false
end
animationOption = NO_ANIMATION
end
end
end
end
end
end
end
if unitTag == "player" then
end
end
end
if bagId == BAG_WORN and slotId and slots [ slotId ] then
end
end
local function InventorySlotUpdated ( eventCode , bagId , slotId , isNewItem , itemSoundCategory , updateReason )
end
end
end
end
end
end
if meetsUsageRequirement then
else
end
end
return
end
local slotControl = slots [ equipSlot ]
if slotControl and not locked then
for i = 1 , # equipTypes do
if equipTypes [ i ] == equipType then
break
end
end
end
end
end
end
end
if cursorType == MOUSE_CONTENT_EQUIPPED_ITEM then
elseif cursorType == MOUSE_CONTENT_INVENTORY_ITEM then
end
end
end
--Make sure slots with a condition on them meet that condition.
local linkData = heldSlotLinkage [ equipSlot ]
local meetsRequirements = nil
end
end
end
local readOnly = isDeadReadOnly or isShowingReadOnlyFragment
if readOnly ~= g_isReadOnly then
g_isReadOnly = readOnly
end
end
return g_isReadOnly
end
isShowingReadOnlyFragment = isReadOnly
end
isDeadReadOnly = true
end
isDeadReadOnly = false
end
end
local disabled = playerLevel < unlockLevel
ZO_CharacterEquipmentSlotsMainHandHighlight : SetHidden ( disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_MAIN )
ZO_CharacterEquipmentSlotsOffHandHighlight : SetHidden ( disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_MAIN )
ZO_CharacterEquipmentSlotsPoisonHighlight : SetHidden ( disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_MAIN )
ZO_CharacterEquipmentSlotsBackupMainHighlight : SetHidden ( disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_BACKUP )
ZO_CharacterEquipmentSlotsBackupOffHighlight : SetHidden ( disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_BACKUP )
ZO_CharacterEquipmentSlotsBackupPoisonHighlight : SetHidden ( disabled or activeWeaponPair ~= ACTIVE_WEAPON_PAIR_BACKUP )
end
if unitTag == "player" then
end
end
local isApparelHidden = IsEquipSlotVisualCategoryHidden ( EQUIP_SLOT_VISUAL_CATEGORY_APPAREL , GAMEPLAY_ACTOR_CATEGORY_PLAYER )
local apparelString = isApparelHidden and GetString ( SI_CHARACTER_EQUIP_APPAREL_HIDDEN ) or GetString ( "SI_EQUIPSLOTVISUALCATEGORY" , EQUIP_SLOT_VISUAL_CATEGORY_APPAREL )
end
local DEFAULT_STAT_SPACING = 0
local STAT_GROUP_SPACING = 20
local STAT_GROUP_OFFSET_X = 10
local CHARACTER_STAT_CONTROLS = { }
local lastControl = nil
local nextPaddingY = 0
local statControl = CreateControlFromVirtual ( "$(parent)StatEntry" , parentControl , "ZO_StatsEntry" , stat )
CHARACTER_STAT_CONTROLS [ stat ] = statControl
if lastControl then
else
end
statEntry . tooltipAnchorSide = LEFT
lastControl = statControl
nextPaddingY = DEFAULT_STAT_SPACING
end
nextPaddingY = STAT_GROUP_SPACING
end
end
local statDeltaLookup = ZO_GetStatDeltaLookupFromItemComparisonReturns ( CompareBagItemToCurrentlyEquipped ( bagId , slotId ) )
local statDelta = statDeltaLookup [ stat ]
if statDelta then
local statControl = CHARACTER_STAT_CONTROLS [ stat ]
end
end
end
end
local statControl = CHARACTER_STAT_CONTROLS [ stat ]
end
end
end |