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local STOLEN_ICON_TEXTURE = "EsoUI/Art/Inventory/inventory_stolenItem_icon.dds"
function ( )
end )
lootBackupKeybind . ethereal = areEthereal
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
{ -- Exit Button
keybind = "UI_SHORTCUT_EXIT" ,
end ,
ethereal = true
} ,
{ -- Take Selected
keybind = "UI_SHORTCUT_PRIMARY" ,
end ,
ethereal = areEthereal
} ,
{ -- Take All
keybind = "UI_SHORTCUT_SECONDARY" ,
end ,
ethereal = areEthereal
} ,
lootBackupKeybind
}
end
if selectedData then
if selectedData . currencyType then
else
end
end
end
end
if selectedData . isQuest then
else
local NOT_EQUIPPED = false
local FORCE_FULL_DURABILITY = true
local lootType = selectedData . itemType
if lootType == LOOT_TYPE_COLLECTIBLE then
else
GAMEPAD_TOOLTIPS : LayoutItemWithStackCount ( GAMEPAD_RIGHT_TOOLTIP , lootLink , NOT_EQUIPPED , nil , FORCE_FULL_DURABILITY , nil , nil , selectedData . stackCount )
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
local STOLEN = true
-- Assume there are no non-stolen items present until proven otherwise.
-- Add unowned currencies and items
self : UpdateListAddLootCurrency ( CURT_MONEY , SI_CURRENCY_GOLD , LOOT_MONEY_ICON , unownedMoney , not STOLEN )
self : UpdateListAddLootCurrency ( CURT_TELVAR_STONES , SI_CURRENCY_TELVAR_STONES , LOOT_TELVAR_STONE_ICON , telvarStones , not STOLEN )
self : UpdateListAddLootCurrency ( CURT_WRIT_VOUCHERS , SI_CURRENCY_WRIT_VOUCHERS , LOOT_WRIT_VOUCHER_ICON , writVouchers , not STOLEN )
-- Add owned currencies and items
else
end
-- this text deponds on the list itself
end
function ZO_Loot_Gamepad_Base : UpdateListAddLootCurrency ( currencyType , currencyFormatString , currencyIcon , currencyAmount , isCurrencyStolen )
if currencyAmount > 0 then
currencyEntry . currencyType = currencyType
currencyEntry . currencyAmount = currencyAmount
if not isCurrencyStolen then
end
end
end
for i = 1 , numLootItems do
-- only add stolen items or non stolen items
if addStolenItems == isStolen then
if isStolen then
end
if not isStolen then
end
end
end
end
end
end
end
end
-- Overridden in LootPickup
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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