[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>
This commit is contained in:
Natedog2012
2023-01-25 20:09:08 -06:00
committed by GitHub
parent e5dabe0afc
commit 1fe79f430c
18 changed files with 187 additions and 31 deletions
+9 -3
View File
@@ -507,9 +507,15 @@ bool Object::HandleClick(Client* sender, const ClickObject_Struct* click_object)
cursordelete = true; // otherwise, we delete the new one
}
if (item->RecastDelay)
m_inst->SetRecastTimestamp(
database.GetItemRecastTimestamp(sender->CharacterID(), item->RecastType));
if (item->RecastDelay) {
if (item->RecastType != RECAST_TYPE_UNLINKED_ITEM) {
m_inst->SetRecastTimestamp(
database.GetItemRecastTimestamp(sender->CharacterID(), item->RecastType));
} else {
m_inst->SetRecastTimestamp(
database.GetItemRecastTimestamp(sender->CharacterID(), item->ID));
}
}
std::string export_string = fmt::format("{}", item->ID);
std::vector<std::any> args;