# Purchase Exit
Grammar — Player player exits the purchase interface
Flags —Native|Event
This event fires when the specified player exits the storymode armory tech purchase interface.
# Arguments
- int— Player
Returns — void
native void TriggerAddEventPurchaseExit(
	trigger t,
	int player,
);
# Related
Category: Story / Tech Purchase Panel / Interaction
- Purchase Made — void— TriggerAddEventPurchaseMade
- Purchase Item Selected — void— TriggerAddEventSelectedPurchaseItemChanged
- Purchase Item Selected — void— TriggerAddEventSelectedPurchaseItemChanged
- Purchase Category Selected — void— TriggerAddEventSelectedPurchaseCategoryChanged
- Purchase Category Selected — void— TriggerAddEventSelectedPurchaseCategoryChanged
- Purchase Exit — void— TriggerAddEventPurchaseExit
- Set Selected Purchase Category — void— PurchaseSetSelectedPurchaseCategory
- Set Selected Purchase Item — void— PurchaseSetSelectedPurchaseItem
- Purchase Purchase Item — void— PurchaseItemPurchase
- Selected Purchase Category — int<preset::PurchaseCategory> — PurchaseGetSelectedPurchaseCategory
- Selected Purchase Item — int<preset::PurchaseItem> — PurchaseGetSelectedPurchaseItem
- Purchased Purchase Item — int<preset::PurchaseItem> — EventPurchaseMade
- Purchase Item Is Recently Purchased — bool— PurchaseItemIsRecentlyPurchased
# Examples
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:12608
void libCamp_gt_TSTechConsoleExit_Init () {
    libCamp_gt_TSTechConsoleExit = TriggerCreate("libCamp_gt_TSTechConsoleExit_Func");
    TriggerAddEventPurchaseExit(libCamp_gt_TSTechConsoleExit, c_playerAny);
}