diff --git a/L2J_Mobius_C6_Interlude/java/org/l2jmobius/gameserver/model/actor/knownlist/PlayerKnownList.java b/L2J_Mobius_C6_Interlude/java/org/l2jmobius/gameserver/model/actor/knownlist/PlayerKnownList.java index d18885d501..933aae8bdf 100644 --- a/L2J_Mobius_C6_Interlude/java/org/l2jmobius/gameserver/model/actor/knownlist/PlayerKnownList.java +++ b/L2J_Mobius_C6_Interlude/java/org/l2jmobius/gameserver/model/actor/knownlist/PlayerKnownList.java @@ -267,7 +267,7 @@ public class PlayerKnownList extends PlayableKnownList // TEMP FIX: If player is not visible don't send packets broadcast to all his KnowList. This will avoid GM detection with l2net and olympiad's crash. We can now find old problems with invisible mode. if ((player != null) && !activeChar.isGM()) { - // GM has to receive remove however because he can see any invisible or inobservermode player + // GM has to receive remove however because he can see any invisible or in observer mode player. if (!player.getAppearance().isInvisible() && !player.inObserverMode()) { // Send Server-Client Packet DeleteObject to the PlayerInstance diff --git a/L2J_Mobius_C6_Interlude/java/org/l2jmobius/gameserver/model/actor/knownlist/WorldObjectKnownList.java b/L2J_Mobius_C6_Interlude/java/org/l2jmobius/gameserver/model/actor/knownlist/WorldObjectKnownList.java index 70b8009c00..5a4366af82 100644 --- a/L2J_Mobius_C6_Interlude/java/org/l2jmobius/gameserver/model/actor/knownlist/WorldObjectKnownList.java +++ b/L2J_Mobius_C6_Interlude/java/org/l2jmobius/gameserver/model/actor/knownlist/WorldObjectKnownList.java @@ -64,7 +64,7 @@ public class WorldObjectKnownList return false; } - return getKnownObjects().put(object.getObjectId(), object) == null; + return _knownObjects.put(object.getObjectId(), object) == null; } public boolean knowsObject(WorldObject object) @@ -73,13 +73,13 @@ public class WorldObjectKnownList { return false; } - return (_activeObject == object) || getKnownObjects().containsKey(object.getObjectId()); + return (_activeObject == object) || _knownObjects.containsKey(object.getObjectId()); } /** Remove all WorldObject from _knownObjects */ public void removeAllKnownObjects() { - getKnownObjects().clear(); + _knownObjects.clear(); } public boolean removeKnownObject(WorldObject object) @@ -88,7 +88,7 @@ public class WorldObjectKnownList { return false; } - return getKnownObjects().remove(object.getObjectId()) != null; + return _knownObjects.remove(object.getObjectId()) != null; } /** @@ -149,7 +149,7 @@ public class WorldObjectKnownList } // Try to add object to active object's known objects - // Creature only needs to see visible PlayerInstance and PlayableInstance, when moving. Other l2characters are currently only known from initial spawn area. + // Creature only needs to see visible PlayerInstance and PlayableInstance, when moving. Other creatures are currently only known from initial spawn area. // Possibly look into getDistanceToForgetObject values before modifying this approach... addKnownObject(playable); } @@ -159,7 +159,7 @@ public class WorldObjectKnownList public void forgetObjects() { // Go through knownObjects - for (WorldObject object : getKnownObjects().values()) + for (WorldObject object : _knownObjects.values()) { if (object == null) {