forked from MagicBane/Server
replaced MobileFSM.STATE with MobileFSM.MobBehaviourTypes
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@@ -11,7 +11,6 @@ package engine.powers.poweractions;
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import engine.Enum;
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import engine.InterestManagement.WorldGrid;
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import engine.ai.MobileFSM.STATE;
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import engine.gameManager.DbManager;
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import engine.gameManager.NPCManager;
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import engine.gameManager.ZoneManager;
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@@ -82,7 +81,6 @@ public class CreateMobPowerAction extends AbstractPowerAction {
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if(currentPet!= null && !currentPet.isNecroPet() && !currentPet.isSiege()) {
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DbManager.removeFromCache(currentPet);
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WorldGrid.RemoveWorldObject(currentPet);
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currentPet.state = STATE.Disabled;
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currentPet.setCombatTarget(null);
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if (currentPet.getParentZone() != null)
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@@ -116,7 +114,6 @@ public class CreateMobPowerAction extends AbstractPowerAction {
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if(!currentPet.isNecroPet() && !currentPet.isSiege()) {
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DbManager.removeFromCache(currentPet);
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currentPet.setCombatTarget(null);
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currentPet.state = STATE.Disabled;
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currentPet.setOwner(null);
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WorldGrid.RemoveWorldObject(currentPet);
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