Code improvements.
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@@ -580,13 +580,9 @@ public abstract class AbstractAI implements Ctrl
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}
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sendPacket = false;
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}
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else if (_actor.isOnGeodataPath())
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else if (_actor.isOnGeodataPath() && (GameTimeController.getInstance().getGameTicks() < (_moveToPawnTimeout + 10)))
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{
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// minimum time to calculate new route is 2 seconds
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if (GameTimeController.getInstance().getGameTicks() < (_moveToPawnTimeout + 10))
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{
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return;
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}
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return;
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}
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}
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@@ -678,18 +674,20 @@ public abstract class AbstractAI implements Ctrl
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_clientMovingToPawnOffset = 0;
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if (_clientMoving || (loc != null))
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if (!_clientMoving && (loc == null))
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{
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_clientMoving = false;
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// Send a Server->Client packet StopMove to the actor and all L2PcInstance in its _knownPlayers
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_actor.broadcastPacket(new StopMove(_actor));
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if (loc != null)
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{
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// Send a Server->Client packet StopRotation to the actor and all L2PcInstance in its _knownPlayers
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_actor.broadcastPacket(new StopRotation(_actor.getObjectId(), loc.getHeading(), 0));
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}
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return;
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}
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_clientMoving = false;
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// Send a Server->Client packet StopMove to the actor and all L2PcInstance in its _knownPlayers
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_actor.broadcastPacket(new StopMove(_actor));
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if (loc != null)
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{
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// Send a Server->Client packet StopRotation to the actor and all L2PcInstance in its _knownPlayers
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_actor.broadcastPacket(new StopRotation(_actor.getObjectId(), loc.getHeading(), 0));
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}
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}
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@@ -814,20 +812,17 @@ public abstract class AbstractAI implements Ctrl
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*/
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public void describeStateToPlayer(L2PcInstance player)
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{
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if (getActor().isVisibleFor(player))
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if (getActor().isVisibleFor(player) && _clientMoving)
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{
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if (_clientMoving)
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if ((_clientMovingToPawnOffset != 0) && (_followTarget != null))
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{
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if ((_clientMovingToPawnOffset != 0) && (_followTarget != null))
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{
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// Send a Server->Client packet MoveToPawn to the actor and all L2PcInstance in its _knownPlayers
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player.sendPacket(new MoveToPawn(_actor, _followTarget, _clientMovingToPawnOffset));
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}
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else
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{
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// Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
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player.sendPacket(new MoveToLocation(_actor));
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}
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// Send a Server->Client packet MoveToPawn to the actor and all L2PcInstance in its _knownPlayers
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player.sendPacket(new MoveToPawn(_actor, _followTarget, _clientMovingToPawnOffset));
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}
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else
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{
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// Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
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player.sendPacket(new MoveToLocation(_actor));
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}
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}
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}
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