Bugfix flinching with multiple interacting NPC's
Didn't check for NpcIndex before.
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@@ -159,6 +159,10 @@ public class NpcStatusPlugin extends Plugin
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{
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{
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for (MemorizedNPC mn : memorizedNPCs)
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for (MemorizedNPC mn : memorizedNPCs)
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{
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{
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if (mn.getNpcIndex() != ((NPC) event.getActor()).getIndex())
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{
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continue;
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}
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if (mn.getStatus() == MemorizedNPC.Status.OUT_OF_COMBAT || (mn.getStatus() == MemorizedNPC.Status.IN_COMBAT && mn.getCombatTimerEnd() - client.getTickCount() < 1) || mn.getLastinteracted() == null)
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if (mn.getStatus() == MemorizedNPC.Status.OUT_OF_COMBAT || (mn.getStatus() == MemorizedNPC.Status.IN_COMBAT && mn.getCombatTimerEnd() - client.getTickCount() < 1) || mn.getLastinteracted() == null)
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{
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{
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mn.setStatus(MemorizedNPC.Status.FLINCHING);
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mn.setStatus(MemorizedNPC.Status.FLINCHING);
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@@ -184,7 +188,11 @@ public class NpcStatusPlugin extends Plugin
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{
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{
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for (MemorizedNPC mn : memorizedNPCs)
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for (MemorizedNPC mn : memorizedNPCs)
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{
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{
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if (mn.getStatus() == MemorizedNPC.Status.OUT_OF_COMBAT || (mn.getStatus() == MemorizedNPC.Status.IN_COMBAT && mn.getCombatTimerEnd() - client.getTickCount() < 2) || mn.getLastinteracted() == null)
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if (mn.getNpcIndex() != ((NPC) event.getActor()).getIndex())
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{
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continue;
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}
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if (mn.getStatus() == MemorizedNPC.Status.OUT_OF_COMBAT || (mn.getStatus() == MemorizedNPC.Status.IN_COMBAT && mn.getCombatTimerEnd() - client.getTickCount() < 2) || event.getActor().getInteracting() == null)
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{
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{
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mn.setStatus(MemorizedNPC.Status.FLINCHING);
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mn.setStatus(MemorizedNPC.Status.FLINCHING);
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mn.setCombatTimerEnd(-1);
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mn.setCombatTimerEnd(-1);
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