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04/18/17, 11:32 PM   #44
votan
 
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Join Date: Oct 2014
Posts: 577
Thank You Chip.

I know you will gonna hate me, but what about this classic one:
Lua Code:
  1. if MyBadWindow then return end
  2.  
  3. local topLevel = WINDOW_MANAGER:CreateTopLevelWindow("MyBadWindow")
  4. MYBADFRAGMENT = ZO_FadeSceneFragment:New(topLevel, true, 250)
  5. WORLD_MAP_SCENE:AddFragment(MYBADFRAGMENT)
Open the world map and from there click on the crown store market.

Code:
EsoUI/Ingame/Scenes/IngameFragments.lua:461: attempt to access a private function 'StopAllMovement' from insecure code
stack traceback:
	EsoUI/Ingame/Scenes/IngameFragments.lua:461: in function 'ZO_StopMovementFragment:Show'
	EsoUI/Libraries/ZO_Scene/ZO_SceneFragment.lua:128: in function 'ZO_SceneFragment:ShouldBeShown'
	EsoUI/Libraries/ZO_Scene/ZO_SceneFragment.lua:172: in function 'ZO_SceneFragment:Refresh'
	EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:291: in function 'ZO_Scene:RefreshFragmentsHelper'
	EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:299: in function 'ZO_Scene:RefreshFragments'
	EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:256: in function 'ZO_Scene:SetState'
	EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:416: in function 'ZO_RemoteScene:SetState'
	EsoUI/Libraries/ZO_Scene/ZO_SceneManager.lua:182: in function 'ZO_SceneManager:ShowScene'
	EsoUI/Libraries/ZO_Scene/ZO_SceneManager.lua:474: in function 'ZO_SceneManager:OnSceneStateChange'
	EsoUI/Ingame/Scenes/IngameSceneManager.lua:326: in function 'ZO_IngameSceneManager:OnSceneStateChange'
I think it is the ZO_Scene:SetState(newState) which does all the state change callbacks to build-in code.
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