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end
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayerEmote_Manager" , EVENT_PERSONALITY_CHANGED , MarkEmoteListDirty )
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayerEmote_Manager" , EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , MarkEmoteListDirty )
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayerEmote_Manager" , 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_PlayerEmote_Manager : 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
-- Since this function is called at load time, not accessing the collectible data manager here can facilitate loading the data manager via coroutine
else
local ADD = true
end
end
end
else
end
end
end
end
return categoryA < categoryB
end
end
end
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
return emoteCategory
else
local filteredEmoteCategory = { }
end
end
return filteredEmoteCategory
end
end
end
do
local SHARED_EMOTE_EMPTY_SLOT_ICON_PATH = "EsoUI/Art/Quickslots/quickslot_emptySlot.dds"
end
end
end
-- Globals
-------------------------------------------------------------
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