void CPetResurrectionDialog::OnActionEvent(LONG lId, void* p, DWORD we) { if( lId == PET_RES_DLG_CANCEL ) { SetActive( FALSE ); // 081021 LYW --- PetResurrectionDialog : 아이템의 락을 풀어준다. if( mUsedItem ) mUsedItem->SetLock( FALSE ) ; } if( lId == PET_RES_DLG_OK ) { CItem* pItem = ( CItem* )( mSourceItem->GetLinkItem() ); if( !pItem ) return; mMessage.Category = MP_PET; mMessage.Protocol = MP_PET_RESURRECTION_SYN; mMessage.dwObjectID = HEROID; mMessage.dwData1 = pItem->GetDBIdx(); mMessage.dwData2 = mUsedItem->GetPosition(); mMessage.dwData3 = mUsedItem->GetItemIdx(); GAMEIN->GetInventoryDialog()->SetCoolTime( mUsedItem->GetItemIdx(), WAITMILISECOND ); { cQuickSlotDlg* dialog = ( cQuickSlotDlg* )WINDOWMGR->GetWindowForID( QI1_QUICKSLOTDLG ); ASSERT( dialog ); //dialog->SetCoolTime( pItem->GetItemIdx(), changeSecond ); dialog->SetCoolTime( mUsedItem->GetItemIdx(), WAITMILISECOND ); } { CProgressDialog* dialog = ( CProgressDialog* )WINDOWMGR->GetWindowForID( PROGRESS_DIALOG ); ASSERT( dialog ); // 081112 LYW --- PetResurrectionDialog : 펫을 부활할 때, // 프로그레스 바의 출력 메시지를 부활중이라는 메시지로 수정 함.(정진문) dialog->SetText( CHATMGR->GetChatMsg( 1740 ) ) ; dialog->Wait( CProgressDialog::eActionPetResurrection ); } } }