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Make items with long reuse timers show the timer after zone
This adds a new table to store the timers in. This may seem odd but the timers are associated with the player, not the item, they're just included in the item header in the packet Currently trading still needs to be handled
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@@ -1441,6 +1441,7 @@ ItemInst::ItemInst(const Item_Struct* item, int16 charges) {
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m_ornamenticon = 0;
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m_ornamentidfile = 0;
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m_ornament_hero_model = 0;
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m_recast_timestamp = 0;
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}
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ItemInst::ItemInst(SharedDatabase *db, uint32 item_id, int16 charges) {
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@@ -1466,6 +1467,7 @@ ItemInst::ItemInst(SharedDatabase *db, uint32 item_id, int16 charges) {
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m_ornamenticon = 0;
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m_ornamentidfile = 0;
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m_ornament_hero_model = 0;
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m_recast_timestamp = 0;
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}
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ItemInst::ItemInst(ItemInstTypes use_type) {
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@@ -1486,6 +1488,7 @@ ItemInst::ItemInst(ItemInstTypes use_type) {
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m_ornamenticon = 0;
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m_ornamentidfile = 0;
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m_ornament_hero_model = 0;
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m_recast_timestamp = 0;
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}
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// Make a copy of an ItemInst object
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@@ -1539,6 +1542,7 @@ ItemInst::ItemInst(const ItemInst& copy)
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m_ornamenticon = copy.m_ornamenticon;
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m_ornamentidfile = copy.m_ornamentidfile;
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m_ornament_hero_model = copy.m_ornament_hero_model;
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m_recast_timestamp = copy.m_recast_timestamp;
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}
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// Clean up container contents
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