public virtual void OnSuccessfullyUsed(bool reorderAbilities = true)
{
LastUsed = DateTime.Now;
PowerCacheLookup.lastGlobalCooldownUse = DateTime.Now;
//Chart our starting combat location..
if (FunkyBaseExtension.Settings.Backtracking.EnableBacktracking && FunkyBaseExtension.Settings.Backtracking.TrackStartOfCombatEngagment && FunkyGame.Targeting.Cache.StartingLocation.Equals(Vector3.Zero))
FunkyGame.Targeting.Cache.StartingLocation = FunkyGame.Hero.Position;
if (ObjectCache.CheckFlag(ExecutionType, SkillExecutionFlags.ZigZagPathing))
{
//Reset Blockcounter --
FunkyGame.Targeting.cMovement.BlockedMovementCounter = 0;
FunkyGame.Targeting.cMovement.NonMovementCounter = 0;
FunkyGame.Targeting.cMovement.LastMovementDuringCombat = DateTime.Now;
}
if (ShouldTrack)
{
if (!FunkyGame.Targeting.Cache.CurrentTarget.SkillsUsedOnObject.ContainsKey(Power))
FunkyGame.Targeting.Cache.CurrentTarget.SkillsUsedOnObject.Add(Power, DateTime.Now);
else
FunkyGame.Targeting.Cache.CurrentTarget.SkillsUsedOnObject[Power] = DateTime.Now;
}
//Disable Reordering for Channeling Abilities!
if (IsChanneling)
reorderAbilities = false;
if (SuccessfullyUsed != null)
SuccessfullyUsed(this, reorderAbilities);
}