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fix(Core/GameObjects): Lockpicking timer on gameobjects should reset … (#9203)
* fix(Core/GameObjects): Lockpicking timer on gameobjects should reset after 10 minutes. Fixes #8936
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@@ -854,16 +854,8 @@ public:
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void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
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void ResetLootMode() { m_LootMode = LOOT_MODE_DEFAULT; }
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void AddToSkillupList(ObjectGuid playerGuid) { m_SkillupList.push_back(playerGuid); }
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[[nodiscard]] bool IsInSkillupList(ObjectGuid playerGuid) const
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{
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for (ObjectGuid const& guid : m_SkillupList)
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if (guid == playerGuid)
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return true;
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return false;
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}
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void ClearSkillupList() { m_SkillupList.clear(); }
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void AddToSkillupList(ObjectGuid playerGuid);
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[[nodiscard]] bool IsInSkillupList(ObjectGuid playerGuid) const;
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void AddUniqueUse(Player* player);
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void AddUse() { ++m_usetimes; }
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@@ -991,7 +983,7 @@ protected:
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bool m_spawnedByDefault;
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uint32 m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
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// For traps this: spell casting cooldown, for doors/buttons: reset time.
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GuidList m_SkillupList;
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std::unordered_map<ObjectGuid, int32> m_SkillupList;
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ObjectGuid m_ritualOwnerGUID; // used for GAMEOBJECT_TYPE_SUMMONING_RITUAL where GO is not summoned (no owner)
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GuidSet m_unique_users;
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