Fixed admin spawn command hanging client.

This commit is contained in:
MobiusDev
2018-04-11 14:54:44 +00:00
parent 484f2e9897
commit 400467ca8c
7 changed files with 7 additions and 7 deletions

View File

@ -71,7 +71,7 @@ public class L2Spawn implements IPositionable, IIdentifiable, INamable
/** The generic constructor of L2NpcInstance managed by this L2Spawn */
private Constructor<? extends L2Npc> _constructor;
/** If True a L2NpcInstance is respawned each time that another is killed */
private boolean _doRespawn;
private boolean _doRespawn = true;
/** If true then spawn is custom */
private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
private boolean _randomWalk = false; // Is no random walk

View File

@ -71,7 +71,7 @@ public class L2Spawn implements IPositionable, IIdentifiable, INamable
/** The generic constructor of L2NpcInstance managed by this L2Spawn */
private Constructor<? extends L2Npc> _constructor;
/** If True a L2NpcInstance is respawned each time that another is killed */
private boolean _doRespawn;
private boolean _doRespawn = true;
/** If true then spawn is custom */
private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
private boolean _randomWalk = false; // Is no random walk

View File

@ -71,7 +71,7 @@ public class L2Spawn implements IPositionable, IIdentifiable, INamable
/** The generic constructor of L2NpcInstance managed by this L2Spawn */
private Constructor<? extends L2Npc> _constructor;
/** If True a L2NpcInstance is respawned each time that another is killed */
private boolean _doRespawn;
private boolean _doRespawn = true;
/** If true then spawn is custom */
private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
private boolean _randomWalk = false; // Is no random walk

View File

@ -71,7 +71,7 @@ public class L2Spawn implements IPositionable, IIdentifiable, INamable
/** The generic constructor of L2NpcInstance managed by this L2Spawn */
private Constructor<? extends L2Npc> _constructor;
/** If True a L2NpcInstance is respawned each time that another is killed */
private boolean _doRespawn;
private boolean _doRespawn = true;
/** If true then spawn is custom */
private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
private boolean _randomWalk = false; // Is no random walk

View File

@ -77,7 +77,7 @@ public class L2Spawn implements IPositionable, IIdentifiable, INamable
/** The generic constructor of L2NpcInstance managed by this L2Spawn */
private Constructor<? extends L2Npc> _constructor;
/** If True a L2NpcInstance is respawned each time that another is killed */
private boolean _doRespawn;
private boolean _doRespawn = true;
private static List<SpawnListener> _spawnListeners = new CopyOnWriteArrayList<>();
private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
private Map<Integer, Location> _lastSpawnPoints;

View File

@ -71,7 +71,7 @@ public class L2Spawn implements IPositionable, IIdentifiable, INamable
/** The generic constructor of L2NpcInstance managed by this L2Spawn */
private Constructor<? extends L2Npc> _constructor;
/** If True a L2NpcInstance is respawned each time that another is killed */
private boolean _doRespawn;
private boolean _doRespawn = true;
/** If true then spawn is custom */
private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
private boolean _randomWalk = false; // Is no random walk

View File

@ -71,7 +71,7 @@ public class L2Spawn implements IPositionable, IIdentifiable, INamable
/** The generic constructor of L2NpcInstance managed by this L2Spawn */
private Constructor<? extends L2Npc> _constructor;
/** If True a L2NpcInstance is respawned each time that another is killed */
private boolean _doRespawn;
private boolean _doRespawn = true;
/** If true then spawn is custom */
private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
private boolean _randomWalk = false; // Is no random walk