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end EVENT_MANAGER:RegisterForEvent("ZO_PlayerEmote_Manager", EVENT_PERSONALITY_CHANGED, MarkEmoteListDirty) EVENT_MANAGER:RegisterForEvent("ZO_PlayerEmote_Manager", EVENT_GAMEPAD_PREFERRED_MODE_CHANGED, MarkEmoteListDirty) EVENT_MANAGER:RegisterForEvent("ZO_PlayerEmote_Manager", EVENT_ADD_ON_LOADED, function(_, addOnName) self:OnAddOnLoaded(addOnName) end) ZO_COLLECTIBLE_DATA_MANAGER:RegisterCallback("OnCollectibleUpdated", function(...) self:OnCollectibleUpdated(...) end) ZO_COLLECTIBLE_DATA_MANAGER:RegisterCallback("OnCollectionUpdated", function(...) self:OnCollectionUpdated(...) end)end if addOnName == "ZO_Ingame" then endendfunction ZO_PlayerEmote_Manager:OnCollectionUpdated(collectionUpdateType, collectiblesByNewUnlockState) if collectionUpdateType == ZO_COLLECTION_UPDATE_TYPE.REBUILD then else if collectibleData:IsCategoryType(COLLECTIBLE_CATEGORY_TYPE_EMOTE) or collectibleData:IsCategoryType(COLLECTIBLE_CATEGORY_TYPE_PERSONALITY) then return end end end endend if collectibleData:IsCategoryType(COLLECTIBLE_CATEGORY_TYPE_EMOTE) or collectibleData:IsCategoryType(COLLECTIBLE_CATEGORY_TYPE_PERSONALITY) then endend if SLASH_COMMANDS[cmd] == nil then if add then end else if not add then SLASH_COMMANDS[cmd] = nil end end endend for emoteIndex = 1, numEmotes do if lockedByCollectibleId then -- Since this function is called at load time, not accessing the collectible data manager here can facilitate loading the data manager via coroutine else local ADD = true end endend else endendendend return categoryA < categoryBendendend endend local collectibleData = lockedByCollectibleId and ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(lockedByCollectibleId) local emoteSlashName, emoteCategory, emoteId, displayName, showInGamepadUI = GetEmoteInfo(emoteIndex) if emoteSlashName ~= "" then end emoteCategory = emoteCategory, emoteId = emoteId, emoteIndex = emoteIndex, emoteSlashName = emoteSlashName, showInGamepadUI = showInGamepadUI, isOverriddenByPersonality = isOverriddenByPersonality, } if isOverriddenByPersonality then end end if collectibleData then end end end end end else end endend return emoteCategory else local filteredEmoteCategory = {} end end return filteredEmoteCategory end endenddo local SHARED_EMOTE_EMPTY_SLOT_ICON_PATH = "EsoUI/Art/Quickslots/quickslot_emptySlot.dds" end endend-- Globals------------------------------------------------------------- |