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if statusBar and gradientColorTable then
end
end
local startR , startG , startB = GetInterfaceColor ( INTERFACE_COLOR_TYPE_GENERAL , INTERFACE_GENERAL_COLOR_STATUS_BAR_START )
local endR , endG , endB = GetInterfaceColor ( INTERFACE_COLOR_TYPE_GENERAL , INTERFACE_GENERAL_COLOR_STATUS_BAR_END )
end
FORCE_INIT_SMOOTH_STATUS_BAR = true
do
local g_updatingBars = { }
local g_customApproachAmounts = { }
function ZO_StatusBar_SmoothTransition ( self , value , max , forceInit , onStopCallback , customApproachAmount )
end
else
end
end
end
return g_updatingBars [ statusBar ] ~= nil
end
end
local MIN_PERCENT_BEFORE_FINISHING = . 0025
local APPROACH_AMOUNT_PER_NORMALIZED_FRAME = . 085
g_updatingBars [ bar ] = nil
g_customApproachAmounts [ bar ] = nil
end
else
local approachAmount = g_customApproachAmounts [ bar ] or APPROACH_AMOUNT_PER_NORMALIZED_FRAME
end
end
end
end
return wrappingStatusBar
end
end
end
end
end
end
end
end
end
local forceInit = false
else
end
else
forceInit = true
noWrap = true
end
end
end
else
if forceInit then
else
end
end
end
ZO_StatusBar_SmoothTransition ( self . statusBar , self . pendingValue , self . pendingMax , nil , self . onCompleteCallback )
end
else
ZO_StatusBar_SmoothTransition ( self . statusBar , self . pendingMax , self . pendingMax , nil , self . onAnimationFinishedCallback )
end
end
end
--[[
Inventory Item Improvement Status Bar Mix In
--]]
ZO_InventoryItemImprovementStatusBar = { }
end
end
end
end
--[[
Stable Training Skill Status Bar Mix In
--]]
ZO_StableTrainingBar_Gamepad = { }
end
end
local FORCE_VALUE = true
end
end |