Thread: Scene_manager
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08/19/18, 04:49 PM   #4
Baertram
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WoWInterface Super Mod
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Join Date: Mar 2014
Posts: 4,979
No, but:
Use the text search I've written above, search for LOOT_WINDOW_FRAGMENT.
You'll find

Lua Code:
  1. function ZO_Loot:UpdateLootWindow(name, actionName, isOwned)
  2.     self:UpdateList()
  3.     self.title:SetText(name)
  4.  
  5.     self.keyButton:SetText(actionName)
  6.     self.keyButton:SetEnabled(false)
  7.     self.keyButton:SetNormalTextColor(self.nonStolenItemsPresent and ZO_NORMAL_TEXT or ZO_ERROR_COLOR)
  8.  
  9.     if self.itemCount == 0 then
  10.         self:Hide()
  11.     elseif self.control:IsControlHidden() then
  12.         if SCENE_MANAGER:IsShowingBaseScene() then
  13.             self.returnScene = nil
  14.             LOOT_WINDOW_FRAGMENT:AnimateNextShow()
  15.         else
  16.             self.returnScene = SCENE_MANAGER:GetCurrentScene():GetName()
  17.         end
  18.  
  19.         SCENE_MANAGER:Show("loot")
  20.     end
  21. end

Guess you could try to use ZO_PreHook for this function and return true so it will not be executed
LOOT_WINDOW_FRAGMENT:AnimateNextShow()

like this:

Lua Code:
  1. ZO_PreHook(LOOT_WINDOW_FRAGMENT,  "AnimateNextShow", function()
  2. --return true to abort the function now WITHOUT calling the original function code of AnimateNextShow
  3. --afterwards
  4. return true
  5. end)

Maybe this helps or breaks all
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