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@@ -254,15 +254,15 @@ public class FortSiege
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removeFlags(); // Removes all flags. Note: Remove flag before teleporting players
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removeFlags(); // Removes all flags. Note: Remove flag before teleporting players
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unSpawnFlags();
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unSpawnFlags();
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teleportPlayer(FortSiege.TeleportWhoType.Attacker, MapRegionTable.TeleportWhereType.Town);
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teleportPlayer(FortSiege.TeleportWhoType.Attacker, MapRegionTable.TeleportWhereType.Town);
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- getFort().getZone().updateZoneStatusForCharactersInside();
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_isInProgress = false; // Flag so that siege instance can be started
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_isInProgress = false; // Flag so that siege instance can be started
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- updatePlayerSiegeStateFlags(true);
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+ getFort().getZone().updateZoneStatusForCharactersInside();
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saveFortSiege(); // Save fort specific data
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saveFortSiege(); // Save fort specific data
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clearSiegeClan(); // Clear siege clan from db
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clearSiegeClan(); // Clear siege clan from db
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removeCommanders(); // Remove commander from this fort
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removeCommanders(); // Remove commander from this fort
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getFort().spawnNpcs(getFort()._npcCommanders); // Spawn NPC commanders
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getFort().spawnNpcs(getFort()._npcCommanders); // Spawn NPC commanders
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getSiegeGuardManager().unspawnSiegeGuard(); // Remove all spawned siege guard from this fort
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getSiegeGuardManager().unspawnSiegeGuard(); // Remove all spawned siege guard from this fort
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getFort().resetDoors(); // Respawn door to fort
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getFort().resetDoors(); // Respawn door to fort
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+ updatePlayerSiegeStateFlags(true);
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ThreadPoolManager.getInstance().scheduleGeneral(new ScheduleSuspicoiusMerchantSpawn(getFort()), FortSiegeManager.getInstance().getSuspiciousMerchantRespawnDelay()*60*1000); // Prepare 3hr task for suspicious merchant respawn
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ThreadPoolManager.getInstance().scheduleGeneral(new ScheduleSuspicoiusMerchantSpawn(getFort()), FortSiegeManager.getInstance().getSuspiciousMerchantRespawnDelay()*60*1000); // Prepare 3hr task for suspicious merchant respawn
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if (_siegeEnd != null)
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if (_siegeEnd != null)
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_siegeEnd.cancel(true);
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_siegeEnd.cancel(true);
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