Sync with L2JServer Jan 9th 2015.
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/*
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* Copyright (C) 2004-2015 L2J Server
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*
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* This file is part of L2J Server.
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*
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* L2J Server is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* L2J Server is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.l2jserver.gameserver.model.conditions;
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import com.l2jserver.gameserver.enums.CastleSide;
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import com.l2jserver.gameserver.model.actor.L2Character;
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import com.l2jserver.gameserver.model.items.L2Item;
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import com.l2jserver.gameserver.model.skills.Skill;
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/**
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* The Class ConditionPlayerIsOnSide.
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* @author St3eT
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*/
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public class ConditionPlayerIsOnSide extends Condition
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{
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private final CastleSide _side;
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/**
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* Instantiates a new condition player race.
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* @param side the allowed Castle side.
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*/
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public ConditionPlayerIsOnSide(CastleSide side)
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{
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_side = side;
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}
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@Override
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public boolean testImpl(L2Character effector, L2Character effected, Skill skill, L2Item item)
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{
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if ((effector == null) || !effector.isPlayer())
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{
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return false;
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}
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return effector.getActingPlayer().getPlayerSide() == _side;
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}
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}
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