Proper angle range for pole attacks.
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e5b93371db
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@ -1201,7 +1201,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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{
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{
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final double headingAngle = Util.convertHeadingToDegree(getHeading());
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final double headingAngle = Util.convertHeadingToDegree(getHeading());
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final int maxRadius = getStat().getPhysicalAttackRadius();
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final int maxRadius = getStat().getPhysicalAttackRadius();
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final int halfAttackAngle = getStat().getPhysicalAttackAngle() / 2;
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final int physicalAttackAngle = getStat().getPhysicalAttackAngle();
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for (L2Character obj : L2World.getInstance().getVisibleObjects(this, L2Character.class, maxRadius))
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for (L2Character obj : L2World.getInstance().getVisibleObjects(this, L2Character.class, maxRadius))
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{
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{
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// Skip main target.
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// Skip main target.
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@ -1211,7 +1211,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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}
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}
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// Check if target is within attack angle.
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// Check if target is within attack angle.
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if (Math.abs(calculateDirectionTo(obj) - headingAngle) > halfAttackAngle)
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if (Math.abs(calculateDirectionTo(obj) - headingAngle) > physicalAttackAngle)
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{
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{
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continue;
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continue;
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}
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}
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@ -1201,7 +1201,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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{
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{
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final double headingAngle = Util.convertHeadingToDegree(getHeading());
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final double headingAngle = Util.convertHeadingToDegree(getHeading());
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final int maxRadius = getStat().getPhysicalAttackRadius();
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final int maxRadius = getStat().getPhysicalAttackRadius();
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final int halfAttackAngle = getStat().getPhysicalAttackAngle() / 2;
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final int physicalAttackAngle = getStat().getPhysicalAttackAngle();
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for (L2Character obj : L2World.getInstance().getVisibleObjects(this, L2Character.class, maxRadius))
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for (L2Character obj : L2World.getInstance().getVisibleObjects(this, L2Character.class, maxRadius))
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{
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{
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// Skip main target.
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// Skip main target.
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@ -1211,7 +1211,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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}
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}
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// Check if target is within attack angle.
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// Check if target is within attack angle.
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if (Math.abs(calculateDirectionTo(obj) - headingAngle) > halfAttackAngle)
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if (Math.abs(calculateDirectionTo(obj) - headingAngle) > physicalAttackAngle)
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{
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{
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continue;
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continue;
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}
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}
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@ -1201,7 +1201,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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{
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{
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final double headingAngle = Util.convertHeadingToDegree(getHeading());
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final double headingAngle = Util.convertHeadingToDegree(getHeading());
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final int maxRadius = getStat().getPhysicalAttackRadius();
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final int maxRadius = getStat().getPhysicalAttackRadius();
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final int halfAttackAngle = getStat().getPhysicalAttackAngle() / 2;
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final int physicalAttackAngle = getStat().getPhysicalAttackAngle();
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for (L2Character obj : L2World.getInstance().getVisibleObjects(this, L2Character.class, maxRadius))
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for (L2Character obj : L2World.getInstance().getVisibleObjects(this, L2Character.class, maxRadius))
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{
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{
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// Skip main target.
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// Skip main target.
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@ -1211,7 +1211,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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}
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}
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// Check if target is within attack angle.
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// Check if target is within attack angle.
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if (Math.abs(calculateDirectionTo(obj) - headingAngle) > halfAttackAngle)
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if (Math.abs(calculateDirectionTo(obj) - headingAngle) > physicalAttackAngle)
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{
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{
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continue;
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continue;
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}
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}
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@ -1201,7 +1201,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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{
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{
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final double headingAngle = Util.convertHeadingToDegree(getHeading());
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final double headingAngle = Util.convertHeadingToDegree(getHeading());
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final int maxRadius = getStat().getPhysicalAttackRadius();
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final int maxRadius = getStat().getPhysicalAttackRadius();
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final int halfAttackAngle = getStat().getPhysicalAttackAngle() / 2;
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final int physicalAttackAngle = getStat().getPhysicalAttackAngle();
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for (L2Character obj : L2World.getInstance().getVisibleObjects(this, L2Character.class, maxRadius))
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for (L2Character obj : L2World.getInstance().getVisibleObjects(this, L2Character.class, maxRadius))
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{
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{
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// Skip main target.
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// Skip main target.
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@ -1211,7 +1211,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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}
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}
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// Check if target is within attack angle.
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// Check if target is within attack angle.
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if (Math.abs(calculateDirectionTo(obj) - headingAngle) > halfAttackAngle)
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if (Math.abs(calculateDirectionTo(obj) - headingAngle) > physicalAttackAngle)
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{
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{
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continue;
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continue;
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}
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}
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@ -1201,7 +1201,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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{
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{
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final double headingAngle = Util.convertHeadingToDegree(getHeading());
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final double headingAngle = Util.convertHeadingToDegree(getHeading());
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final int maxRadius = getStat().getPhysicalAttackRadius();
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final int maxRadius = getStat().getPhysicalAttackRadius();
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final int halfAttackAngle = getStat().getPhysicalAttackAngle() / 2;
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final int physicalAttackAngle = getStat().getPhysicalAttackAngle();
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for (L2Character obj : L2World.getInstance().getVisibleObjects(this, L2Character.class, maxRadius))
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for (L2Character obj : L2World.getInstance().getVisibleObjects(this, L2Character.class, maxRadius))
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{
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{
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// Skip main target.
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// Skip main target.
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@ -1211,7 +1211,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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}
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}
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// Check if target is within attack angle.
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// Check if target is within attack angle.
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if (Math.abs(calculateDirectionTo(obj) - headingAngle) > halfAttackAngle)
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if (Math.abs(calculateDirectionTo(obj) - headingAngle) > physicalAttackAngle)
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{
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{
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continue;
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continue;
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}
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}
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@ -1201,7 +1201,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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{
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{
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final double headingAngle = Util.convertHeadingToDegree(getHeading());
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final double headingAngle = Util.convertHeadingToDegree(getHeading());
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final int maxRadius = getStat().getPhysicalAttackRadius();
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final int maxRadius = getStat().getPhysicalAttackRadius();
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final int halfAttackAngle = getStat().getPhysicalAttackAngle() / 2;
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final int physicalAttackAngle = getStat().getPhysicalAttackAngle();
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for (L2Character obj : L2World.getInstance().getVisibleObjects(this, L2Character.class, maxRadius))
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for (L2Character obj : L2World.getInstance().getVisibleObjects(this, L2Character.class, maxRadius))
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{
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{
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// Skip main target.
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// Skip main target.
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@ -1211,7 +1211,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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}
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}
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// Check if target is within attack angle.
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// Check if target is within attack angle.
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if (Math.abs(calculateDirectionTo(obj) - headingAngle) > halfAttackAngle)
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if (Math.abs(calculateDirectionTo(obj) - headingAngle) > physicalAttackAngle)
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{
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{
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continue;
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continue;
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}
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}
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