No, but:
Use the text search I've written above, search for LOOT_WINDOW_FRAGMENT.
You'll find
Lua Code:
function ZO_Loot:UpdateLootWindow(name, actionName, isOwned)
self:UpdateList()
self.title:SetText(name)
self.keyButton:SetText(actionName)
self.keyButton:SetEnabled(false)
self.keyButton:SetNormalTextColor(self.nonStolenItemsPresent and ZO_NORMAL_TEXT or ZO_ERROR_COLOR)
if self.itemCount == 0 then
self:Hide()
elseif self.control:IsControlHidden() then
if SCENE_MANAGER:IsShowingBaseScene() then
self.returnScene = nil
LOOT_WINDOW_FRAGMENT:AnimateNextShow()
else
self.returnScene = SCENE_MANAGER:GetCurrentScene():GetName()
end
SCENE_MANAGER:Show("loot")
end
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:
ZO_PreHook(LOOT_WINDOW_FRAGMENT, "AnimateNextShow", function()
--return true to abort the function now WITHOUT calling the original function code of AnimateNextShow
--afterwards
return true
end)
Maybe this helps or breaks all