Implemented Auto Shots with Config.
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@@ -13798,8 +13798,13 @@ public final class L2PcInstance extends L2Playable
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}
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}
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public void handleAutoShots()
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public void handleAutoShots(boolean force)
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{
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if (getAutoSoulShot().isEmpty() && !force)
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{
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return;
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}
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final L2ItemInstance weapon = getActiveWeaponInstance();
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int soulShotId = 0;
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int spiritShotId = 0;
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@@ -13853,10 +13858,40 @@ public final class L2PcInstance extends L2Playable
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}
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}
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sendPacket(new ExAutoSoulShot(soulShotId, true, 1));
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sendPacket(new ExAutoSoulShot(spiritShotId, true, 2));
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sendPacket(new ExAutoSoulShot(summonSoulShotId, true, 3));
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sendPacket(new ExAutoSoulShot(summonSpiritShotId, true, 4));
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for (int shotId : getAutoSoulShot())
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{
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if ((shotId != soulShotId) && (shotId != spiritShotId) && (shotId != summonSoulShotId) && (shotId != summonSpiritShotId))
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{
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removeAutoSoulShot(shotId);
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}
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}
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if (soulShotId != 0)
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{
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addAutoSoulShot(soulShotId);
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}
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if (spiritShotId != 0)
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{
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addAutoSoulShot(spiritShotId);
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}
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if (summonSoulShotId != 0)
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{
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addAutoSoulShot(summonSoulShotId);
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}
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if (summonSpiritShotId != 0)
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{
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addAutoSoulShot(summonSpiritShotId);
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}
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sendPacket(new ExAutoSoulShot(soulShotId, true, 0));
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sendPacket(new ExAutoSoulShot(spiritShotId, true, 1));
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sendPacket(new ExAutoSoulShot(summonSoulShotId, true, 2));
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sendPacket(new ExAutoSoulShot(summonSpiritShotId, true, 3));
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if (!getAutoSoulShot().isEmpty())
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{
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rechargeShots(true, true, true);
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}
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}
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public GroupType getGroupType()
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