Fixed admin spawn command hanging client.
This commit is contained in:
@@ -71,7 +71,7 @@ public class L2Spawn implements IPositionable, IIdentifiable, INamable
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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private Constructor<? extends L2Npc> _constructor;
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private Constructor<? extends L2Npc> _constructor;
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/** If True a L2NpcInstance is respawned each time that another is killed */
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/** If True a L2NpcInstance is respawned each time that another is killed */
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private boolean _doRespawn;
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private boolean _doRespawn = true;
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/** If true then spawn is custom */
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/** If true then spawn is custom */
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private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
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private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
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private boolean _randomWalk = false; // Is no random walk
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private boolean _randomWalk = false; // Is no random walk
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@@ -71,7 +71,7 @@ public class L2Spawn implements IPositionable, IIdentifiable, INamable
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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private Constructor<? extends L2Npc> _constructor;
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private Constructor<? extends L2Npc> _constructor;
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/** If True a L2NpcInstance is respawned each time that another is killed */
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/** If True a L2NpcInstance is respawned each time that another is killed */
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private boolean _doRespawn;
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private boolean _doRespawn = true;
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/** If true then spawn is custom */
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/** If true then spawn is custom */
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private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
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private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
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private boolean _randomWalk = false; // Is no random walk
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private boolean _randomWalk = false; // Is no random walk
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@@ -71,7 +71,7 @@ public class L2Spawn implements IPositionable, IIdentifiable, INamable
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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private Constructor<? extends L2Npc> _constructor;
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private Constructor<? extends L2Npc> _constructor;
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/** If True a L2NpcInstance is respawned each time that another is killed */
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/** If True a L2NpcInstance is respawned each time that another is killed */
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private boolean _doRespawn;
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private boolean _doRespawn = true;
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/** If true then spawn is custom */
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/** If true then spawn is custom */
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private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
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private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
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private boolean _randomWalk = false; // Is no random walk
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private boolean _randomWalk = false; // Is no random walk
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@@ -71,7 +71,7 @@ public class L2Spawn implements IPositionable, IIdentifiable, INamable
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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private Constructor<? extends L2Npc> _constructor;
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private Constructor<? extends L2Npc> _constructor;
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/** If True a L2NpcInstance is respawned each time that another is killed */
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/** If True a L2NpcInstance is respawned each time that another is killed */
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private boolean _doRespawn;
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private boolean _doRespawn = true;
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/** If true then spawn is custom */
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/** If true then spawn is custom */
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private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
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private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
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private boolean _randomWalk = false; // Is no random walk
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private boolean _randomWalk = false; // Is no random walk
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@@ -77,7 +77,7 @@ public class L2Spawn implements IPositionable, IIdentifiable, INamable
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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private Constructor<? extends L2Npc> _constructor;
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private Constructor<? extends L2Npc> _constructor;
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/** If True a L2NpcInstance is respawned each time that another is killed */
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/** If True a L2NpcInstance is respawned each time that another is killed */
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private boolean _doRespawn;
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private boolean _doRespawn = true;
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private static List<SpawnListener> _spawnListeners = new CopyOnWriteArrayList<>();
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private static List<SpawnListener> _spawnListeners = new CopyOnWriteArrayList<>();
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private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
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private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
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private Map<Integer, Location> _lastSpawnPoints;
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private Map<Integer, Location> _lastSpawnPoints;
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@@ -71,7 +71,7 @@ public class L2Spawn implements IPositionable, IIdentifiable, INamable
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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private Constructor<? extends L2Npc> _constructor;
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private Constructor<? extends L2Npc> _constructor;
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/** If True a L2NpcInstance is respawned each time that another is killed */
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/** If True a L2NpcInstance is respawned each time that another is killed */
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private boolean _doRespawn;
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private boolean _doRespawn = true;
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/** If true then spawn is custom */
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/** If true then spawn is custom */
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private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
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private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
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private boolean _randomWalk = false; // Is no random walk
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private boolean _randomWalk = false; // Is no random walk
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@@ -71,7 +71,7 @@ public class L2Spawn implements IPositionable, IIdentifiable, INamable
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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private Constructor<? extends L2Npc> _constructor;
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private Constructor<? extends L2Npc> _constructor;
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/** If True a L2NpcInstance is respawned each time that another is killed */
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/** If True a L2NpcInstance is respawned each time that another is killed */
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private boolean _doRespawn;
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private boolean _doRespawn = true;
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/** If true then spawn is custom */
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/** If true then spawn is custom */
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private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
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private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
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private boolean _randomWalk = false; // Is no random walk
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private boolean _randomWalk = false; // Is no random walk
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