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Combat ends if no defenders
Some commands put you in combat even without a defender, so this will end that combat after a few seconds.
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@@ -126,6 +126,13 @@ public class PlayerService implements INetworkDispatch {
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creature.getClient().getSession().write(packet);
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}, 45, 45, TimeUnit.SECONDS));
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scheduleList.add(scheduler.scheduleAtFixedRate(() -> {
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PlayerObject player = (PlayerObject) creature.getSlottedObject("ghost");
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player.setTotalPlayTime((int) (player.getTotalPlayTime() + ((System.currentTimeMillis() - player.getLastPlayTimeUpdate()) / 1000)));
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player.setLastPlayTimeUpdate(System.currentTimeMillis());
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core.collectionService.checkExplorationRegions(creature);
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}, 30, 30, TimeUnit.SECONDS));
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scheduleList.add(scheduler.scheduleAtFixedRate(() -> {
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if (creature.isInStealth() && !creature.getOption(Options.INVULNERABLE) && ((PlayerObject) creature.getSlottedObject("ghost")).getGodLevel() == 0) {
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List<SWGObject> objects = core.simulationService.get(creature.getPlanet(), creature.getPosition().x, creature.getPosition().z, 64);
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@@ -149,15 +156,12 @@ public class PlayerService implements INetworkDispatch {
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}
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}
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}
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if (creature.getDefendersList().size() == 0 && creature.isInCombat()) {
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creature.setInCombat(false);
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}
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}, 15, 15, TimeUnit.SECONDS));
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scheduleList.add(scheduler.scheduleAtFixedRate(() -> {
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PlayerObject player = (PlayerObject) creature.getSlottedObject("ghost");
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player.setTotalPlayTime((int) (player.getTotalPlayTime() + ((System.currentTimeMillis() - player.getLastPlayTimeUpdate()) / 1000)));
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player.setLastPlayTimeUpdate(System.currentTimeMillis());
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core.collectionService.checkExplorationRegions(creature);
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}, 30, 30, TimeUnit.SECONDS));
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scheduleList.add(scheduler.scheduleAtFixedRate(() -> {
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if(creature.getAction() < creature.getMaxAction() && creature.getPosture() != 14) {
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if(!creature.isInCombat())
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