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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