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ZO_InteractScene_Mixin = { }
interactionInfo . OnInteractionCanceled = interactionInfo . OnInteractionCanceled or function ( cancelContext )
-- If the interact ended for reasons outside of our control, this scenes state is essentially no longer valid so we need to abort come back in anyway
end
end
end
end
end
end
end
end
local endInteraction = true
if nextScene then
local nextSceneInteractTypes = nextSceneInteractionInfo . interactTypes
-- see if ALL of my scene's interact types will be satisfied by the next scene
local allTypesMatched = true
for i = 1 , # mySceneInteractTypes do
local typeMatch = false
for j = 1 , # nextSceneInteractTypes do
if mySceneInteractTypes [ i ] == nextSceneInteractTypes [ j ] then
typeMatch = true
break
end
end
if not typeMatch then
allTypesMatched = false
break
end
end
if allTypesMatched then
endInteraction = false
end
end
end
if endInteraction then
end
end
-- Interact Scene --
end
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end
-- Remote Interact Scene --
end
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end |