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------------------
-- Data Manager --
------------------
self . skillLineObjectPool = ZO_ObjectPool : New ( ZO_CompanionSkillLineData , ZO_ObjectPool_DefaultResetObject )
end
end
return function ( _ , ... )
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_CompanionSkillsDataManager" , EVENT_COMPANION_SKILLS_FULL_UPDATE , GenerateEventMethod ( ZO_CompanionSkillsDataManager . OnFullSystemUpdated ) )
EVENT_MANAGER : RegisterForEvent ( "ZO_CompanionSkillsDataManager" , EVENT_COMPANION_SKILL_LINE_ADDED , GenerateEventMethod ( ZO_CompanionSkillsDataManager . OnSkillLineAdded ) )
EVENT_MANAGER : RegisterForEvent ( "ZO_CompanionSkillsDataManager" , EVENT_COMPANION_SKILL_RANK_UPDATE , GenerateEventMethod ( ZO_CompanionSkillsDataManager . OnSkillLineRankUpdated ) )
EVENT_MANAGER : RegisterForEvent ( "ZO_CompanionSkillsDataManager" , EVENT_COMPANION_SKILL_XP_UPDATE , GenerateEventMethod ( ZO_CompanionSkillsDataManager . OnSkillLineXPUpdated ) )
end
end
end
for skillType = SKILL_TYPE_ITERATION_BEGIN , SKILL_TYPE_ITERATION_END do
end
end
end
local NOT_INIT = false
end
-- Begin Event Handlers --
do
local REFRESH_CHILDREN = true
if isInit then
-- unlike player skills, companion skills are updated through
-- multiple messages, and can be de-initialized and re-initialized as
-- the companion is activated/deactivated.
-- to handle these situations we'll just rebuild everything as if it were our initial update.
end
for skillType = SKILL_TYPE_ITERATION_BEGIN , SKILL_TYPE_ITERATION_END do
end
else
end
end
if skillLineData then
else
local errorString = string . format ( "OnSkillLineAdded fired with invalid indices - skillLineId: %d" , skillLineId )
end
end
if skillLineData then
else
local errorString = string . format ( "OnSkillLineUpdated fired with invalid indices - skillLineId: %d" , skillLineId )
end
end
end
if skillLineData then
end
end
if skillLineData then
end
end
end
end
-- End Event Handlers --
end
return true
end
return false
end
end
return skillLineData
end
end
end
if skillTypeData then
end
end
-- This only works because we use the skillTypeObjectPool like a numerically indexed table
return ZO_FilteredNumericallyIndexedTableIterator ( self . skillTypeObjectPool : GetActiveObjects ( ) , skillTypeFilterFunctions )
end
end
end
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