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end
function ( )
end )
{
{ -- Exit Button
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
end ,
} ,
{ -- Take Selected
end ,
etherealNarrationOrder = 1 ,
} ,
{ -- Take All
end ,
etherealNarrationOrder = 2 ,
} ,
lootBackupKeybind
}
end
if selectedData then
else
end
end
end
do
local NOT_EQUIPPED = false
local NO_CREATOR_NAME = nil
local FORCE_FULL_DURABILITY = true
local NO_PREVIEW_VALUE = nil
local lootType = selectedData . lootType
if selectedData . currencyType then
GAMEPAD_TOOLTIPS : LayoutCurrency ( self . tooltipType , selectedData . currencyType , selectedData . currencyAmount )
elseif selectedData . isQuest then
elseif lootType == LOOT_TYPE_ANTIQUITY_LEAD then
elseif lootType == LOOT_TYPE_TRIBUTE_CARD_UPGRADE then
else
if lootType == LOOT_TYPE_COLLECTIBLE then
else
GAMEPAD_TOOLTIPS : LayoutItemWithStackCount ( self . tooltipType , lootLink , NOT_EQUIPPED , NO_CREATOR_NAME , FORCE_FULL_DURABILITY , NO_PREVIEW_VALUE , selectedData . stackCount )
end
end
end
end
if item then
if item . currencyType then
else
end
end
end
end
return unownedMoney > 0 or ownedMoney > 0 or telvarStones > 0 or writVouchers > 0 or GetNumLootItems ( ) > 0
end
do
local STOLEN_ICON_TEXTURE = "EsoUI/Art/Inventory/inventory_stolenItem_icon.dds"
-- Assume there are no non-stolen items present until proven otherwise.
local entryData
local NO_LOOT_ID = nil
local NO_DISPLAY_QUALITY = nil
local NO_VALUE = nil
local NOT_QUEST_ITEM = nil
entryData : InitializeLootVisualData ( NO_LOOT_ID , data . currencyAmount , NO_DISPLAY_QUALITY , NO_VALUE , NOT_QUEST_ITEM , data . isStolen )
else
entryData : InitializeLootVisualData ( data . lootId , data . count , data . displayQuality , data . value , data . isQuest , data . isStolen , data . itemType )
end
else
end
end
else
end
-- this text depends on the list itself
end
end
end
else
--If the loot window is already showing and something updated, we need to re-narrate
end
end
end
-- Overridden in LootPickup
end
end
end
end
--------------------------
-- ZO_Loot_Common_Gamepad
--------------------------
if SCENE_MANAGER : IsShowing ( "gamepad_inventory_root" ) or SCENE_MANAGER : IsSceneOnStack ( "gamepad_inventory_root" ) then
else
--The update will show the window if we're on the base scene
else
end
end
end
end
return ( LOOT_WINDOW_GAMEPAD . nonStolenItemsPresent == true )
end
--[[ Globals ]] --
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