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return playerEmoteManager
end
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayerEmoteManager" , EVENT_PERSONALITY_CHANGED , function ( ) self : BuildEmoteList ( ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayerEmoteManager" , EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , function ( ) self : BuildEmoteList ( ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayerEmoteManager" , EVENT_ADD_ON_LOADED , function ( _ , addOnName ) self : OnAddOnLoaded ( addOnName ) end )
ZO_COLLECTIBLE_DATA_MANAGER : RegisterCallback ( "OnCollectibleUpdated" , function ( ... ) self : OnCollectibleUpdated ( ... ) end )
ZO_COLLECTIBLE_DATA_MANAGER : RegisterCallback ( "OnCollectionUpdated" , function ( ... ) self : OnCollectionUpdated ( ... ) end )
end
if addOnName == "ZO_Ingame" then
end
end
function ZO_PlayerEmoteManager : OnCollectionUpdated ( collectionUpdateType , collectiblesByNewUnlockState )
if collectionUpdateType == ZO_COLLECTION_UPDATE_TYPE . REBUILD then
else
if collectibleData : IsCategoryType ( COLLECTIBLE_CATEGORY_TYPE_EMOTE ) or collectibleData : IsCategoryType ( COLLECTIBLE_CATEGORY_TYPE_PERSONALITY ) then
return
end
end
end
end
end
if collectibleData : IsCategoryType ( COLLECTIBLE_CATEGORY_TYPE_EMOTE ) or collectibleData : IsCategoryType ( COLLECTIBLE_CATEGORY_TYPE_PERSONALITY ) then
end
end
if SLASH_COMMANDS [ cmd ] == nil then
if add then
end
else
if not add then
SLASH_COMMANDS [ cmd ] = nil
end
end
end
end
for emoteIndex = 1 , numEmotes do
if lockedByCollectibleId then
else
local ADD = true
end
end
end
else
end
end
end
end
return categoryA < categoryB
end
end
local collectibleData = lockedByCollectibleId and ZO_COLLECTIBLE_DATA_MANAGER : GetCollectibleDataById ( lockedByCollectibleId )
local emoteSlashName , emoteCategory , emoteId , displayName , showInGamepadUI = GetEmoteInfo ( emoteIndex )
if emoteSlashName ~= "" then
end
emoteCategory = emoteCategory ,
emoteId = emoteId ,
emoteIndex = emoteIndex ,
displayName = displayName ,
emoteSlashName = emoteSlashName ,
showInGamepadUI = showInGamepadUI ,
isOverriddenByPersonality = isOverriddenByPersonality ,
}
if isOverriddenByPersonality then
end
end
if collectibleData then
end
end
end
end
end
else
end
end
end
end
return emoteCategory
else
local filteredEmoteCategory = { }
end
end
return filteredEmoteCategory
end
end
end
end
local slottedEmoteList = { }
for i = 1 , ACTION_BAR_EMOTE_QUICK_SLOT_SIZE do
local slotIndex = i + ACTION_BAR_FIRST_EMOTE_QUICK_SLOT_INDEX
slottedEmoteList [ i ] =
{
id = emoteID ,
}
end
return slottedEmoteList
end
-- Globals
-------------------------------------------------------------
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