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moved the point where the cooldown timer for the vehicle order would apply to the avatar to later, when the player is first seated, rather than earlier, when then order is first returned
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dfd8201683
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@ -2681,14 +2681,6 @@ class SessionActor(middlewareActor: typed.ActorRef[MiddlewareActor.Command], con
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case Some(_) =>
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sendResponse(ItemTransactionResultMessage(msg.terminal_guid, TransactionType.Buy, success = false))
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case None =>
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avatarActor ! AvatarActor.UpdatePurchaseTime(vehicle.Definition)
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Avatar.purchaseCooldowns.get(vehicle.Definition) match {
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case Some(cooldown) =>
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sendResponse(
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AvatarVehicleTimerMessage(tplayer.GUID, vehicle.Definition.Name, cooldown.toSeconds, unk1 = true)
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)
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case None => ;
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}
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val pad = continent.GUID(padGuid).get.asInstanceOf[VehicleSpawnPad]
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vehicle.Faction = tplayer.Faction
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vehicle.Position = pad.Position
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@ -2950,6 +2942,12 @@ class SessionActor(middlewareActor: typed.ActorRef[MiddlewareActor.Command], con
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}
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sendResponse(PlanetsideAttributeMessage(vehicle_guid, 22, 1L)) //mount points off
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sendResponse(PlanetsideAttributeMessage(player.GUID, 21, vehicle_guid)) //ownership
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avatarActor ! AvatarActor.UpdatePurchaseTime(vehicle.Definition)
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Avatar.purchaseCooldowns.get(vehicle.Definition) match {
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case Some(cooldown) =>
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sendResponse(AvatarVehicleTimerMessage(player.GUID, vehicle.Definition.Name, cooldown.toSeconds, unk1 = true))
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case None => ;
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}
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vehicle.MountPoints.find { case (_, mp) => mp.seatIndex == 0 } match {
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case Some((mountPoint, _)) => vehicle.Actor ! Mountable.TryMount(player, mountPoint)
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case _ => ;
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