Proper summon intention after stun.
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@@ -24,6 +24,7 @@ import com.l2jmobius.gameserver.ai.CtrlEvent;
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import com.l2jmobius.gameserver.ai.CtrlIntention;
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import com.l2jmobius.gameserver.model.StatsSet;
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import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.actor.L2Summon;
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import com.l2jmobius.gameserver.model.effects.AbstractEffect;
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import com.l2jmobius.gameserver.model.effects.EffectFlag;
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import com.l2jmobius.gameserver.model.effects.L2EffectType;
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@@ -66,13 +67,27 @@ public final class BlockActions extends AbstractEffect
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public void onExit(L2Character effector, L2Character effected, Skill skill)
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{
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_allowedSkills.stream().forEach(effected::removeBlockActionsAllowedSkill);
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if (!effected.isPlayer())
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if (effected.isPlayable())
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{
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effected.getAI().notifyEvent(CtrlEvent.EVT_THINK);
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if (effected.isSummon())
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{
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if ((effector != null) && !effector.isDead())
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{
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((L2Summon) effected).doAttack(effector);
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}
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else
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{
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effected.getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, effected.getActingPlayer());
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}
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}
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else
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{
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effected.getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
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}
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}
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else
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{
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effected.getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
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effected.getAI().notifyEvent(CtrlEvent.EVT_THINK);
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}
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}
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}
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