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ZO_InteractScene_Mixin = { }
-- If the interact ended for reasons outside of our control (i.e.: combat), this scenes state is essentially no longer valid so we need to abort and come back in anyway
if not interactionInfo . registeredScenes then
interactionInfo . registeredScenes = { }
end
if currentScene and currentScene : IsShowing ( ) and interactionInfo . registeredScenes [ currentScene ] then
end
end
end
if interactionInfo . registeredScenes then
end
end
end
end
if not ( newNextScene and newNextScene . GetInteractionInfo and newNextScene : GetInteractionInfo ( ) == self . interactionInfo ) then
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 |