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do
local NOT_EQUIPPED = false
local NO_CREATOR_NAME = nil
local FORCE_FULL_DURABILITY = true
local NO_PREVIEW_VALUE = nil
-- For some market product types we can just use other tooltip layouts
if rewardType == REWARD_ENTRY_TYPE_COLLECTIBLE then
local params =
{
collectibleId = collectibleId,
showIfPurchasable = true,
}
return
elseif rewardType == REWARD_ENTRY_TYPE_ITEM then
local stackCount = amount
self:LayoutItemWithStackCount(itemLink, NOT_EQUIPPED, NO_CREATOR_NAME, FORCE_FULL_DURABILITY, NO_PREVIEW_VALUE, stackCount, EQUIP_SLOT_NONE)
return
elseif rewardType == REWARD_ENTRY_TYPE_LOOT_CRATE then
local quantity = amount
return
elseif rewardType == REWARD_ENTRY_TYPE_ADD_CURRENCY then
return
elseif rewardType == REWARD_ENTRY_TYPE_INSTANT_UNLOCK then
return
end
end
end
do
local g_dailyLoginRewardtimerStatValuePair
end
g_dailyLoginRewardtimerStatValuePair = nil
if not claimableRewardIndex and nextPotentialRewardIndex == rewardIndex then
if timeToNextMonth == 0 or timeToNextClaim < timeToNextMonth then
statValuePair:SetStat(GetString(SI_GAMEPAD_DAILY_LOGIN_REWARDS_TOOLTIP_AVAILABLE_TIMER), self:GetStyle("statValuePairStat"))
local formattedTime = ZO_FormatTimeLargestTwo(timeToNextClaim, TIME_FORMAT_STYLE_DESCRIPTIVE_MINIMAL)
g_dailyLoginRewardtimerStatValuePair = statValuePair
end
end
end
end
if g_dailyLoginRewardtimerStatValuePair then
local formattedTime = ZO_FormatTimeLargestTwo(GetTimeUntilNextDailyLoginRewardClaimS(), TIME_FORMAT_STYLE_DESCRIPTIVE_MINIMAL)
end
end
end
end |