Merged with released L2J-Unity files.
This commit is contained in:
@@ -1,107 +1,131 @@
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program 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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* This program 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 handlers.targethandlers;
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import java.util.ArrayList;
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import java.util.List;
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import com.l2jmobius.gameserver.handler.ITargetTypeHandler;
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import com.l2jmobius.gameserver.model.L2Object;
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import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jmobius.gameserver.model.actor.instance.L2PetInstance;
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import com.l2jmobius.gameserver.model.effects.L2EffectType;
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import com.l2jmobius.gameserver.model.skills.Skill;
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import com.l2jmobius.gameserver.model.skills.targets.L2TargetType;
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import com.l2jmobius.gameserver.model.zone.ZoneId;
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import com.l2jmobius.gameserver.network.SystemMessageId;
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/**
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* @author UnAfraid
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*/
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public class PcBody implements ITargetTypeHandler
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{
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@Override
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public L2Object[] getTargetList(Skill skill, L2Character activeChar, boolean onlyFirst, L2Character target)
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{
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final List<L2Character> targetList = new ArrayList<>();
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if ((target != null) && target.isDead())
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{
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final L2PcInstance player;
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if (activeChar.isPlayer())
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{
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player = activeChar.getActingPlayer();
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}
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else
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{
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player = null;
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}
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final L2PcInstance targetPlayer;
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if (target.isPlayer())
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{
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targetPlayer = target.getActingPlayer();
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}
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else
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{
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targetPlayer = null;
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}
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final L2PetInstance targetPet;
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if (target.isPet())
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{
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targetPet = (L2PetInstance) target;
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}
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else
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{
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targetPet = null;
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}
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if ((player != null) && ((targetPlayer != null) || (targetPet != null)))
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{
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boolean condGood = true;
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if (skill.hasEffectType(L2EffectType.RESURRECTION) && (targetPlayer != null) && targetPlayer.isInsideZone(ZoneId.SIEGE) && !targetPlayer.isInSiege())
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{
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condGood = false;
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activeChar.sendPacket(SystemMessageId.IT_IS_NOT_POSSIBLE_TO_RESURRECT_IN_BATTLEGROUNDS_WHERE_A_SIEGE_WAR_IS_TAKING_PLACE);
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}
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if (condGood)
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{
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if (!onlyFirst)
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{
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targetList.add(target);
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return targetList.toArray(new L2Character[targetList.size()]);
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}
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return new L2Character[]
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{
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target
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};
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}
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}
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}
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activeChar.sendPacket(SystemMessageId.THAT_IS_AN_INCORRECT_TARGET);
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return EMPTY_TARGET_LIST;
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}
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@Override
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public Enum<L2TargetType> getTargetType()
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{
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return L2TargetType.PC_BODY;
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}
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}
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program 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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* This program 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 handlers.targethandlers;
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import com.l2jmobius.gameserver.GeoData;
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import com.l2jmobius.gameserver.handler.ITargetTypeHandler;
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import com.l2jmobius.gameserver.model.L2Object;
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import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.actor.L2Playable;
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import com.l2jmobius.gameserver.model.effects.L2EffectType;
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import com.l2jmobius.gameserver.model.skills.Skill;
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import com.l2jmobius.gameserver.model.skills.targets.TargetType;
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import com.l2jmobius.gameserver.model.zone.ZoneId;
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import com.l2jmobius.gameserver.network.SystemMessageId;
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/**
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* Target dead player or pet.
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* @author Nik
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*/
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public class PcBody implements ITargetTypeHandler
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{
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@Override
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public Enum<TargetType> getTargetType()
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{
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return TargetType.PC_BODY;
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}
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@Override
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public L2Object getTarget(L2Character activeChar, L2Object selectedTarget, Skill skill, boolean forceUse, boolean dontMove, boolean sendMessage)
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{
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if (selectedTarget == null)
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{
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return null;
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}
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if (!selectedTarget.isCharacter())
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{
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return null;
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}
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if (!selectedTarget.isPlayer() || selectedTarget.isPet())
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{
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if (sendMessage)
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{
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activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
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}
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return null;
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}
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final L2Playable target = (L2Playable) selectedTarget;
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if (target.isDead())
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{
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if (skill.hasEffectType(L2EffectType.RESURRECTION))
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{
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if (activeChar.isResurrectionBlocked() || target.isResurrectionBlocked())
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{
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if (sendMessage)
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{
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activeChar.sendPacket(SystemMessageId.REJECT_RESURRECTION); // Reject resurrection
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target.sendPacket(SystemMessageId.REJECT_RESURRECTION); // Reject resurrection
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}
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return null;
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}
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// check target is not in a active siege zone
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if (target.isPlayer() && target.isInsideZone(ZoneId.SIEGE) && !target.getActingPlayer().isInSiege())
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{
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if (sendMessage)
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{
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activeChar.sendPacket(SystemMessageId.IT_IS_NOT_POSSIBLE_TO_RESURRECT_IN_BATTLEGROUNDS_WHERE_A_SIEGE_WAR_IS_TAKING_PLACE);
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}
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return null;
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}
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}
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// Check for cast range if character cannot move. TODO: char will start follow until within castrange, but if his moving is blocked by geodata, this msg will be sent.
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if (dontMove)
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{
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if (activeChar.calculateDistance(target, false, false) > skill.getCastRange())
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{
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if (sendMessage)
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{
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activeChar.sendPacket(SystemMessageId.THE_DISTANCE_IS_TOO_FAR_AND_SO_THE_CASTING_HAS_BEEN_STOPPED);
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}
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return null;
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}
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}
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// Geodata check when character is within range.
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if (!GeoData.getInstance().canSeeTarget(activeChar, target))
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{
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if (sendMessage)
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{
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activeChar.sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
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}
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return null;
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}
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return target;
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}
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// If target is not dead or not player/pet it will not even bother to walk within range, unlike Enemy target type.
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if (sendMessage)
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{
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activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
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}
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return null;
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}
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}
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