Thank You Chip.
I know you will gonna hate me, but what about this classic one:
Lua Code:
if MyBadWindow then return end
local topLevel = WINDOW_MANAGER:CreateTopLevelWindow("MyBadWindow")
MYBADFRAGMENT = ZO_FadeSceneFragment:New(topLevel, true, 250)
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.