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 );
		}
	}
}