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ZO_STUCK_NAME = "Stuck"
end
-- this is a check for bringing up a dialog after /reloadui and still being stuck
end
end
-- keep the same active system for cancel / complete, as we don't want to orphan dialogs from a different platform
end
end
-- use SYSTEMS for the errors, as PC handles them within the chat event handler, and gamepad handles them with dialogs that can be closed
-- using the active system here causes a bunch of issues if the user runs gamepad unstuck -> PC unstuck, as PC stuck doesn't run through the stuck manager
end
end
end
end
EVENT_MANAGER : RegisterForEvent ( ZO_STUCK_NAME , EVENT_PLAYER_ACTIVATED , function ( ) OnPlayerActivated ( ) end )
EVENT_MANAGER : RegisterForEvent ( ZO_STUCK_NAME , EVENT_STUCK_CANCELED , function ( ) OnStuckCanceled ( ) end )
EVENT_MANAGER : RegisterForEvent ( ZO_STUCK_NAME , EVENT_STUCK_COMPLETE , function ( ) OnStuckComplete ( ) end )
EVENT_MANAGER : RegisterForEvent ( ZO_STUCK_NAME , EVENT_STUCK_ERROR_ALREADY_IN_PROGRESS , function ( ) OnStuckErrorAlreadyInProgress ( ) end )
EVENT_MANAGER : RegisterForEvent ( ZO_STUCK_NAME , EVENT_STUCK_ERROR_INVALID_LOCATION , function ( ) OnStuckErrorInvalidLocation ( ) end )
EVENT_MANAGER : RegisterForEvent ( ZO_STUCK_NAME , EVENT_STUCK_ERROR_IN_COMBAT , function ( ) OnStuckErrorInCombat ( ) end )
EVENT_MANAGER : RegisterForEvent ( ZO_STUCK_NAME , EVENT_STUCK_ERROR_ON_COOLDOWN , function ( ) OnStuckErrorOnCooldown ( ) end )
end
end
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