/* * This program is free software: you can redistribute it and/or modify it under * the terms of the GNU General Public License as published by the Free Software * Foundation, either version 3 of the License, or (at your option) any later * version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more * details. * * You should have received a copy of the GNU General Public License along with * this program. If not, see <http://www.gnu.org/licenses/>. */ package com.l2jserver.gameserver.model.actor.instance; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.L2Npc; import com.l2jserver.gameserver.network.serverpackets.ActionFailed; import com.l2jserver.gameserver.templates.chars.L2NpcTemplate; public class L2EffectPointInstance extends L2Npc { private final L2PcInstance _owner; public L2EffectPointInstance(int objectId, L2NpcTemplate template, L2Character owner) { super(objectId, template); setInstanceType(InstanceType.L2EffectPointInstance); setIsInvul(false); _owner = owner == null ? null : owner.getActingPlayer(); setInstanceId(owner.getInstanceId()); } @Override public L2PcInstance getActingPlayer() { return _owner; } /** * this is called when a player interacts with this NPC * @param player */ @Override public void onAction(L2PcInstance player, boolean interact) { // Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet player.sendPacket(ActionFailed.STATIC_PACKET); } @Override public void onActionShift(L2PcInstance player) { if (player == null) return; player.sendPacket(ActionFailed.STATIC_PACKET); } }