Minor comment changes.
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@@ -251,7 +251,7 @@ public final class Fort extends AbstractResidence
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initResidenceZone();
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initNpcs(); // load and spawn npcs (Always spawned)
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initSiegeNpcs(); // load suspicious merchants (Despawned 10mins before siege)
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// spawnSuspiciousMerchant();// spawn suspicious merchants
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// spawnSuspiciousMerchant(); // spawn suspicious merchants
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initNpcCommanders(); // npc Commanders (not monsters) (Spawned during siege)
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spawnNpcCommanders(); // spawn npc Commanders
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initSpecialEnvoys(); // envoys from castles (Spawned after fort taken)
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@@ -465,7 +465,7 @@ public class Siege implements Siegable
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getCastle().removeUpgrade(); // Remove all castle upgrade
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getCastle().spawnDoor(true); // Respawn door to castle but make them weaker (50% hp)
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removeTowers(); // Remove all towers from this castle
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_controlTowerCount = 0;// Each new siege midvictory CT are completely respawned.
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_controlTowerCount = 0; // Each new siege midvictory CT are completely respawned.
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spawnControlTower();
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spawnFlameTower();
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updatePlayerSiegeStateFlags(false);
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