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ZO_INTERACTION_SYSTEM_NAME = "interact"--Interaction Manager--------------------- return managerend EVENT_MANAGER:RegisterForEvent("InteractWindow", EVENT_INTERACTION_ENDED, function(_, ...) self:OnInteractionEnded(...) end)end -- If we are interacting already, and the call comes from switching interactions, we need to make sure the previous interact -- scene takes care of what it needs to before moving on to another interact scene. This is currently how it works, -- but is not the ideal solution since there are implications of how InteractScene works that by happenstance work with this flow if(self.currentInteraction and (interaction.type ~= self.currentInteraction.type) and self.currentInteraction.OnInteractSwitch) then endend endend -- The intention here is to account for situations where the interaction got ended in code but Lua hadn't been aware of it -- For example, if combat kicked the player out of an interact -- For now this will only fire the callback if the interact that was cancelled was the same interact that this manager thought should be running -- This is an edge case, the standard flow should have the owning scene starting and ending explicitly wherever possible if self.currentInteraction and self.currentInteraction.interactTypes and self.currentInteraction.OnInteractionCanceled then end endend local interactTypes = interaction.interactTypes if(interactTypes) then for i = 1, #interactTypes do end endend if interaction == nil then else endend --Bypass any hide confirmations with the arrested reason local DONT_PUSH = false else if allowed then else -- If we're trying to bring up the conversation window but we rejected the request, we want to end that conversation -- However, we don't want to end conversations if we were rejected by an already ongoing conversation local isNotAlreadyInConversationInteractScene = true if interactType == INTERACTION_CONVERSATION then isNotAlreadyInConversationInteractScene = false break end end end if isNotAlreadyInConversationInteractScene then end end end) endend if obj then end --if the object doesn't exist then it won't be showing return falseend-- function wrappers as this manager function is called from-- multiple files. Now just redirects it to the proper object-------------------------------------------------------------endend-- Globals------------------------------------------------------------- |