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ZO_OUTFIT_STYLE_DEFAULT_ITEM_MATERIAL_INDEX = 1
local WEAPON_SLOTS =
{
[ OUTFIT_SLOT_WEAPON_MAIN_HAND ] = true ,
[ OUTFIT_SLOT_WEAPON_OFF_HAND ] = true ,
[ OUTFIT_SLOT_WEAPON_TWO_HANDED ] = true ,
[ OUTFIT_SLOT_WEAPON_STAFF ] = true ,
[ OUTFIT_SLOT_WEAPON_BOW ] = true ,
[ OUTFIT_SLOT_SHIELD ] = true ,
[ OUTFIT_SLOT_WEAPON_MAIN_HAND_BACKUP ] = true ,
[ OUTFIT_SLOT_WEAPON_OFF_HAND_BACKUP ] = true ,
[ OUTFIT_SLOT_WEAPON_TWO_HANDED_BACKUP ] = true ,
[ OUTFIT_SLOT_WEAPON_STAFF_BACKUP ] = true ,
[ OUTFIT_SLOT_WEAPON_BOW_BACKUP ] = true ,
[ OUTFIT_SLOT_SHIELD_BACKUP ] = true ,
}
-----------------------------
-- Outfit Slot Manipulator --
-----------------------------
local restyleMode
restyleMode = RESTYLE_MODE_OUTFIT
restyleMode = RESTYLE_MODE_COMPANION_OUTFIT
end
end
self . currentCollectibleId , self . currentItemMaterialIndex = GetOutfitSlotInfo ( self . owner : GetActorCategory ( ) , self . owner : GetOutfitIndex ( ) , self . outfitSlotIndex )
self . pendingCollectibleId , self . pendingItemMaterialIndex = self . currentCollectibleId , self . currentItemMaterialIndex
end
end
end
if collectibleId then
ZO_AlertEvent ( EVENT_COLLECTIBLE_USE_RESULT , GetCollectibleBlockReason ( collectibleId , self . owner : GetActorCategory ( ) ) , true )
return
end
end
end
end
local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER : GetCollectibleDataById ( self . pendingCollectibleId )
return true
end
end
return false
end
end
end
end
end
function ZO_OutfitSlotManipulator : SetPendingCollectibleIdAndItemMaterialIndex ( collectibleId , itemMaterialIndex , suppressCallbacks )
if collectibleId then
ZO_AlertEvent ( EVENT_COLLECTIBLE_USE_RESULT , GetCollectibleBlockReason ( collectibleId , self . owner : GetActorCategory ( ) ) , true )
return
end
end
if self . pendingCollectibleId ~= collectibleId or self . pendingItemMaterialIndex ~= itemMaterialIndex then
end
end
return self . currentCollectibleId ~= self . pendingCollectibleId or self . currentItemMaterialIndex ~= self . pendingItemMaterialIndex
end
end
if hasPendingChange then
end
end
end
end
end
end
local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER : GetCollectibleDataById ( self . pendingCollectibleId )
if not collectibleData then
return false , GetString ( "SI_APPLYOUTFITCHANGESRESULT" , APPLY_OUTFIT_CHANGES_RESULT_UNOWNED_COLLECTIBLES )
end
end
return true
end
end
end
-- Only outfit style types have dye data right now
end
return 0 , 0 , 0
end
return self . currentCollectibleId , self . pendingCollectibleId , self . currentItemMaterialIndex , self . pendingItemMaterialIndex
end
return GetApplyCostForIndividualOutfitSlot ( self . owner : GetActorCategory ( ) , self . owner : GetOutfitIndex ( ) , self . outfitSlotIndex , self . pendingCollectibleId , self : GetNumPendingDyeChanges ( ) )
else
return 0
end
end
local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER : GetCollectibleDataById ( self . pendingCollectibleId )
else
end
end
end
local isPending = self : IsSlotDataChangePending ( ) and self : GetPendingCollectibleId ( ) == collectibleId
end
AddOutfitSlotPreviewElementToPreviewCollection ( self . outfitSlotIndex , self . pendingCollectibleId , self . pendingItemMaterialIndex , primaryDyeId , secondaryDyeId , accentDyeId )
else
end
if refreshImmediately then
end
end
end
self . pendingCollectibleId , self . pendingItemMaterialIndex = self . currentCollectibleId , self . currentItemMaterialIndex
return true
end
return false
end
if categoryData then
-- Will technically work with non-style collectibles, but not completely, since that's in un-designed feature as of yet. So assume we're only working with styles
return ( isArmorSlot and collectibleData : IsArmorStyle ( ) ) or ( isWeaponSlot and collectibleData : IsWeaponStyle ( ) )
end
return not ( isArmorSlot or isWeaponSlot )
end
local unlockedCollectibles = categoryData : GetAllCollectibleDataObjects ( { ZO_CollectibleData . IsUnlocked , MatchesSlotType } )
local eligibleCollectibleData
while eligibleCollectibleData == nil and # unlockedCollectibles > 0 do
if isWeaponSlot then
if outfitSlot == eligibleOutfitSlot then
eligibleCollectibleData = collectibleData
end
end
elseif eligibleSlots [ 1 ] == outfitSlot then
eligibleCollectibleData = collectibleData
end
end
if eligibleCollectibleData then
local itemMaterialIndex = 1
if numMaterials > 1 then
end
self : SetPendingCollectibleIdAndItemMaterialIndex ( eligibleCollectibleData : GetId ( ) , itemMaterialIndex , suppressCallbacks )
end
end
end
do
local NO_OUTFIT_COLLECTIBLE = 0
local NO_ITEM_MATERIAL = nil
self : SetPendingCollectibleIdAndItemMaterialIndex ( NO_OUTFIT_COLLECTIBLE , NO_ITEM_MATERIAL , suppressCallbacks )
end
end
do
if collectibleData then
if outfitSound then
else
end
else
end
end
local noSuppression = not suppressCallbacks
-- Dyeable channels may have changed, so don't keep pending dye changes that they can't even see
if noSuppression then
end
end
end
{
}
end
end
end
end
------------------------
-- Outfit Manipulator --
------------------------
end
if outfitName == "" then
end
end
for outfitSlotIndex = OUTFIT_SLOT_ITERATION_BEGIN , OUTFIT_SLOT_ITERATION_END do
if not outfitSlotManipulator then
end
end
end
end
end
end
end
end
end
local pendingData = { }
end
end
local totalCost = 0
if # pendingData > 0 then
totalCost = GetTotalApplyCostForOutfitSlots ( self : GetActorCategory ( ) , self : GetOutfitIndex ( ) , unpack ( pendingData ) )
end
return totalCost
end
do
local flatCost = ( slotsCost > 0 ) and OUTFIT_CHANGE_FLAT_COST or 0
return slotsCost , flatCost
end
end
do
local SUPPRESS_FIRE_CALLBACKS = true
local hasChanged = false
hasChanged = hasChanged or slotCleared
end
if hasChanged then
end
end
end
local hasChanged = false
hasChanged = hasChanged or slotCleared
end
if hasChanged then
end
end
end
end
end
end
do
local DONT_REFRESH_IF_SHOWN = false
if WEAPON_SLOTS [ outfitSlot ] then
else
end
else
-- Armor is simple
end
end
end
end
return true
end
end
return false
end
return true
end
end
return false
end
return true
end
end
return false
end
return false , GetString ( "SI_APPLYOUTFITCHANGESRESULT" , APPLY_OUTFIT_CHANGES_RESULT_ALTERATION_UNAVAILABLE )
end
end
if not canApply then
return canApply , errorText
end
end
end
return true
end
local isPending = false
local isSlotCurrent , isSlotPending = outfitSlotManipulator : GetCollectibleDataAssociations ( collectibleData )
if isSlotPending then
isPending = true
end
if isSlotCurrent then
end
break
end
end
end
end
local argumentsTable = { }
table . insert ( argumentsTable , outfitSlotManipulator : GetPendingItemMaterialIndex ( ) or ( MAX_ITEM_MATERIALS_PER_OUTFIT_STYLE + 1 ) ) -- Can't use nil in this table
end
end
if # argumentsTable > 0 then
SendOutfitChangeRequest ( useFlatCurrency , self : GetActorCategory ( ) , self : GetOutfitIndex ( ) , unpack ( argumentsTable ) )
end
end
local outfitSlot = nil
local filterFunctions = { ... }
return function ( )
local slotManipulator
while outfitSlot do
local passesFilter = true
passesFilter = false
break
end
end
if passesFilter then
return outfitSlot , slotManipulator
else
end
end
end
end
if preservePendingChanges then
else
end
end
end
end
end
end
end
------------------------------
-- Outfit Manager Singleton --
------------------------------
if equipOutfitResult == EQUIP_OUTFIT_RESULT_SUCCESS then
end
end
if outfitChangeResponse == APPLY_OUTFIT_CHANGES_RESULT_SUCCESS then
end
end
if outfitRenameResponse == SET_OUTFIT_NAME_RESULT_SUCCESS then
end
end
if collectionUpdateType == ZO_COLLECTION_UPDATE_TYPE . BLACKLIST_CHANGED then
end
end
end
EVENT_MANAGER : RegisterForEvent ( "OutfitManager" , EVENT_OUTFITS_INITIALIZED , function ( ) self : RefreshOutfits ( ) end )
EVENT_MANAGER : RegisterForEvent ( "OutfitManager" , EVENT_OUTFIT_CHANGE_RESPONSE , OnOutfitChangeResponse )
EVENT_MANAGER : RegisterForEvent ( "OutfitManager" , EVENT_OUTFIT_RENAME_RESPONSE , OnOutfitRenameResponse )
local DEFAULTS = { showLockedStyles = true }
end
end
end
if restyleMode == RESTYLE_MODE_EQUIPMENT or restyleMode == RESTYLE_MODE_OUTFIT then
return GAMEPLAY_ACTOR_CATEGORY_PLAYER
elseif restyleMode == RESTYLE_MODE_COMPANION_EQUIPMENT or restyleMode == RESTYLE_MODE_COMPANION_OUTFIT then
return GAMEPLAY_ACTOR_CATEGORY_COMPANION
end
return nil
end
if actorCategory == GAMEPLAY_ACTOR_CATEGORY_PLAYER then
return RESTYLE_MODE_OUTFIT
elseif actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then
return RESTYLE_MODE_COMPANION_OUTFIT
end
return nil
end
if outfits then
local outfitManipulator = outfits [ outfitIndex ]
if outfitManipulator then
end
end
end
if outfits then
local outfitManipulator = outfits [ outfitIndex ]
if outfitManipulator then
end
end
end
do
local SUPPRESS_BROADCAST = true
for actorCategory = GAMEPLAY_ACTOR_CATEGORY_ITERATION_BEGIN , GAMEPLAY_ACTOR_CATEGORY_ITERATION_END do
end
end
end
end
end
if actorCategory == GAMEPLAY_ACTOR_CATEGORY_PLAYER then
elseif actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then
end
return nil
end
if outfits then
local outfitManipulator = outfits [ outfitIndex ]
if outfitManipulator then
else
outfitManipulator : RegisterCallback ( "PendingDataChanged" , function ( outfitSlotIndex ) self : OnOutfitPendingDataChanged ( actorCategory , outfitIndex , outfitSlotIndex ) end )
end
end
if not suppressBroadcast then
end
end
end
local previousManipulator = self : GetOutfitManipulator ( actorCategory , self . equippedOutfitIndices [ actorCategory ] )
end
end
end
return outfits [ outfitIndex ]
end
end
if actorCategory == GAMEPLAY_ACTOR_CATEGORY_PLAYER then
elseif actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then
end
return nil
end
end
end
end
local outfitManipulator = outfits and outfits [ restyleSetIndex ]
if outfitManipulator then
end
end
return nil
end
return WEAPON_SLOTS [ outfitSlot ] == true
end
do
local ARMOR_SLOTS =
{
[ OUTFIT_SLOT_HEAD ] = true ,
[ OUTFIT_SLOT_CHEST ] = true ,
[ OUTFIT_SLOT_SHOULDERS ] = true ,
[ OUTFIT_SLOT_HANDS ] = true ,
[ OUTFIT_SLOT_WAIST ] = true ,
[ OUTFIT_SLOT_LEGS ] = true ,
[ OUTFIT_SLOT_FEET ] = true ,
}
return ARMOR_SLOTS [ outfitSlot ] == true
end
end
do
local MAIN_WEAPONS =
{
[ OUTFIT_SLOT_WEAPON_MAIN_HAND ] = true ,
[ OUTFIT_SLOT_WEAPON_OFF_HAND ] = true ,
[ OUTFIT_SLOT_WEAPON_TWO_HANDED ] = true ,
[ OUTFIT_SLOT_WEAPON_STAFF ] = true ,
[ OUTFIT_SLOT_WEAPON_BOW ] = true ,
[ OUTFIT_SLOT_SHIELD ] = true ,
}
local BACKUP_WEAPONS =
{
[ OUTFIT_SLOT_WEAPON_MAIN_HAND_BACKUP ] = true ,
[ OUTFIT_SLOT_WEAPON_OFF_HAND_BACKUP ] = true ,
[ OUTFIT_SLOT_WEAPON_TWO_HANDED_BACKUP ] = true ,
[ OUTFIT_SLOT_WEAPON_STAFF_BACKUP ] = true ,
[ OUTFIT_SLOT_WEAPON_BOW_BACKUP ] = true ,
[ OUTFIT_SLOT_SHIELD_BACKUP ] = true ,
}
if activeWeaponPair == ACTIVE_WEAPON_PAIR_MAIN or actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then
return MAIN_WEAPONS [ outfitSlot ]
else
return BACKUP_WEAPONS [ outfitSlot ]
end
end
return outfitSlot == mainHandOutfitSlot or outfitSlot == offHandOutfitSlot
end
end
local mainHandOutfitSlot , offHandOutfitSlot , backupMainHandOutfitSlot , backupOffHandOutfitSlot = GetOutfitSlotsForEquippedWeapons ( actorCategory )
return outfitSlot == mainHandOutfitSlot
or outfitSlot == offHandOutfitSlot
or outfitSlot == backupMainHandOutfitSlot
or outfitSlot == backupOffHandOutfitSlot
end
return MAIN_WEAPONS [ outfitSlot ] == true
end
return BACKUP_WEAPONS [ outfitSlot ] == true
end
end
return mainHandOutfitSlot ~= nil or offHandOutfitSlot ~= nil
end
if collectibleData . clearAction then
return collectibleData . preferredOutfitSlot
else
if # eligibleSlots > 0 then
return eligibleSlots [ 1 ]
else
return outfitSlot
end
end
end
end
end
return nil
end
end
end
end
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