Removed unnecessary check from siege guard AI.
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b47bf517aa
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38318f7869
@ -106,7 +106,7 @@ public class SiegeGuards extends AbstractNpcAI
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{
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for (L2Character nearby : L2World.getInstance().getVisibleObjects(npc, L2Character.class, npc.getAggroRange()))
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{
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if (nearby.isPlayable() && (npc.calculateDirectionTo(nearby) < npc.getAggroRange()) && GeoEngine.getInstance().canSeeTarget(npc, nearby))
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if (nearby.isPlayable() && GeoEngine.getInstance().canSeeTarget(npc, nearby))
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{
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final L2Summon summon = nearby.isSummon() ? ((L2Summon) nearby) : null;
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final L2PcInstance cha = summon == null ? (L2PcInstance) nearby : summon.getOwner();
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@ -106,7 +106,7 @@ public class SiegeGuards extends AbstractNpcAI
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{
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for (L2Character nearby : L2World.getInstance().getVisibleObjects(npc, L2Character.class, npc.getAggroRange()))
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{
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if (nearby.isPlayable() && (npc.calculateDirectionTo(nearby) < npc.getAggroRange()) && GeoEngine.getInstance().canSeeTarget(npc, nearby))
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if (nearby.isPlayable() && GeoEngine.getInstance().canSeeTarget(npc, nearby))
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{
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final L2Summon summon = nearby.isSummon() ? ((L2Summon) nearby) : null;
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final L2PcInstance cha = summon == null ? (L2PcInstance) nearby : summon.getOwner();
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@ -106,7 +106,7 @@ public class SiegeGuards extends AbstractNpcAI
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{
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for (L2Character nearby : L2World.getInstance().getVisibleObjects(npc, L2Character.class, npc.getAggroRange()))
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{
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if (nearby.isPlayable() && (npc.calculateDirectionTo(nearby) < npc.getAggroRange()) && GeoEngine.getInstance().canSeeTarget(npc, nearby))
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if (nearby.isPlayable() && GeoEngine.getInstance().canSeeTarget(npc, nearby))
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{
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final L2Summon summon = nearby.isSummon() ? ((L2Summon) nearby) : null;
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final L2PcInstance cha = summon == null ? (L2PcInstance) nearby : summon.getOwner();
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@ -106,7 +106,7 @@ public class SiegeGuards extends AbstractNpcAI
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{
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for (L2Character nearby : L2World.getInstance().getVisibleObjects(npc, L2Character.class, npc.getAggroRange()))
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{
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if (nearby.isPlayable() && (npc.calculateDirectionTo(nearby) < npc.getAggroRange()) && GeoEngine.getInstance().canSeeTarget(npc, nearby))
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if (nearby.isPlayable() && GeoEngine.getInstance().canSeeTarget(npc, nearby))
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{
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final L2Summon summon = nearby.isSummon() ? ((L2Summon) nearby) : null;
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final L2PcInstance cha = summon == null ? (L2PcInstance) nearby : summon.getOwner();
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@ -80,7 +80,7 @@ public class SiegeGuards extends AbstractNpcAI
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{
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for (L2Character nearby : L2World.getInstance().getVisibleObjects(npc, L2Character.class, npc.getAggroRange()))
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{
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if (nearby.isPlayable() && (npc.calculateDirectionTo(nearby) < npc.getAggroRange()) && GeoEngine.getInstance().canSeeTarget(npc, nearby))
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if (nearby.isPlayable() && GeoEngine.getInstance().canSeeTarget(npc, nearby))
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{
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final L2Summon summon = nearby.isSummon() ? ((L2Summon) nearby) : null;
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final L2PcInstance cha = summon == null ? (L2PcInstance) nearby : summon.getOwner();
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