Core/Refactor: Part 3
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@@ -396,16 +396,16 @@ namespace Game.Entities
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case GameObjectTypes.Trap:
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{
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// Arming Time for GAMEOBJECT_TYPE_TRAP (6)
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GameObjectTemplate m_goInfo = GetGoInfo();
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GameObjectTemplate goInfo = GetGoInfo();
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// Bombs
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Unit owner = GetOwner();
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if (m_goInfo.Trap.charges == 2)
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if (goInfo.Trap.charges == 2)
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m_cooldownTime = (uint)Time.UnixTime + 10; // Hardcoded tooltip value
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else if (owner)
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{
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if (owner.IsInCombat())
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m_cooldownTime = (uint)Time.UnixTime + m_goInfo.Trap.startDelay;
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m_cooldownTime = (uint)Time.UnixTime + goInfo.Trap.startDelay;
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}
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m_lootState = LootState.Ready;
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break;
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@@ -1552,7 +1552,7 @@ namespace Game.Entities
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player.UpdateFishingSkill();
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/// @todo find reasonable value for fishing hole search
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// @todo find reasonable value for fishing hole search
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GameObject fishingPool = LookupFishingHoleAround(20.0f + SharedConst.ContactDistance);
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// If fishing skill is high enough, or if fishing on a pool, send correct loot.
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