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end
ZO_GamepadStoreListComponent . Initialize ( self , scene , ZO_MODE_STORE_BUY , GetString ( SI_STORE_MODE_BUY ) )
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDING then
end
end )
self : CreateModeData ( SI_STORE_MODE_BUY , ZO_MODE_STORE_BUY , "EsoUI/Art/Vendor/vendor_tabIcon_buy_up.dds" , fragment , self . keybindStripDescriptor )
end
end
end
if updateReason == INVENTORY_UPDATE_REASON_DEFAULT then
end
end
end
end
end
end
-- Buy screen keybind
self . keybindStripDescriptor = {
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
repairAllKeybind
}
GAME_NAVIGATION_TYPE_BUTTON ,
nil ,
)
GAME_NAVIGATION_TYPE_BUTTON )
self . confirmKeybindStripDescriptor = { }
GAME_NAVIGATION_TYPE_BUTTON ,
nil ,
)
GAME_NAVIGATION_TYPE_BUTTON ,
nil )
end
if self . confirmationMode then
if quantity > 0 then
end
else
if maxItems > 1 then
STORE_WINDOW_GAMEPAD : SetupSpinner ( zo_max ( GetStoreEntryMaxBuyable ( selectedData . slotIndex ) , 1 ) , 1 , selectedData . sellPrice , selectedData . currencyType1 or CURT_MONEY )
elseif maxItems == 1 then
end
end
end
if selectedData then
if selectedData . entryType == STORE_ENTRY_TYPE_COLLECTIBLE then
return false , GetString ( "SI_STOREFAILURE" , STORE_FAILURE_ALREADY_HAVE_COLLECTIBLE ) -- "You already have that collectible"
end
return true --Always allow the purchase of collectibles, regardless of bag space
end
return STORE_WINDOW_GAMEPAD : CanAffordAndCanCarry ( selectedData ) -- returns enabled, disabledAlertText
else
return false
end
end
self . confirmationMode = true
end
self . confirmationMode = false
end
function ZO_GamepadStoreBuy : SetupEntry ( control , data , selected , selectedDuringRebuild , enabled , activated )
local price = self . confirmationMode and selected and data . sellPrice * STORE_WINDOW_GAMEPAD : GetSpinnerValue ( ) or data . sellPrice
self : SetupStoreItem ( control , data , selected , selectedDuringRebuild , enabled , activated , price , not ZO_STORE_FORCE_VALID_PRICE , ZO_MODE_STORE_BUY )
end
if buyData then
end
end |