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[Feature] ResetItemCooldown added to lua/perl and fix item re-cast times to show properly (#2793)
* Testing. * Add ResetItemCooldown and port it over to perl * This flag needs to be set for updating shared item cooldowns * Properly set item recast for all item types, on corpses, on looting * SummonItem properly sets recast timers of summoned items * Rename variable to avoid confusion and change manifest to be more specific * Sanity check item_d * Recast -1 added as RECAST_TYPE_UNLINKED_ITEM ResetItemCooldown will still remove cooldown of item that we don't have so when we acquire it the cooldown is reset * change magic numbers * more magic numbers * More constants yay * Remove unneeded export DeleteItemRecastTimer * Remove duplicate message, this is handled by the client in this part of the code Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
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@@ -966,6 +966,7 @@ public:
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void SendCursorBuffer();
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void DeleteItemInInventory(int16 slot_id, int16 quantity = 0, bool client_update = false, bool update_db = true);
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int CountItem(uint32 item_id);
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void ResetItemCooldown(uint32 item_id);
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void RemoveItem(uint32 item_id, uint32 quantity = 1);
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bool SwapItem(MoveItem_Struct* move_in);
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void SwapItemResync(MoveItem_Struct* move_slots);
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@@ -1516,8 +1517,9 @@ public:
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void SendReloadCommandMessages();
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void SendItemRecastTimer(int32 recast_type, uint32 recast_delay = 0);
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void SendItemRecastTimer(int32 recast_type, uint32 recast_delay = 0, bool in_ignore_casting_requirement = false);
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void SetItemRecastTimer(int32 spell_id, uint32 inventory_slot);
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void DeleteItemRecastTimer(uint32 item_id);
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bool HasItemRecastTimer(int32 spell_id, uint32 inventory_slot);
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inline bool AggroMeterAvailable() const { return ((m_ClientVersionBit & EQ::versions::maskRoF2AndLater)) && RuleB(Character, EnableAggroMeter); } // RoF untested
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