Core/Groups: Fixes groups staying linked with players.
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@@ -1178,10 +1178,10 @@ namespace Game.Entities
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foreach (Group partyToForceIntoCombat in partiesToForceIntoCombat)
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{
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for (GroupReference refe = partyToForceIntoCombat.GetFirstMember(); refe != null; refe = refe.Next())
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foreach (GroupReference groupRef in partyToForceIntoCombat.GetMembers())
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{
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Player player = refe.GetSource();
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if (player == null || !player.IsInWorld || player.GetMap() != GetMap() || player.IsGameMaster())
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Player player = groupRef.GetSource();
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if (!player.IsInWorld || player.GetMap() != GetMap() || player.IsGameMaster())
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continue;
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EngageWithTarget(player);
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@@ -1334,9 +1334,9 @@ namespace Game.Entities
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{
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Group group = player.GetGroup();
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if (group != null)
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for (var itr = group.GetFirstMember(); itr != null; itr = itr.Next())
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if (GetMap().IsRaid() || group.SameSubGroup(player, itr.GetSource()))
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m_tapList.Add(itr.GetSource().GetGUID());
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foreach (GroupReference groupRef in group.GetMembers())
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if (GetMap().IsRaid() || group.SameSubGroup(player, groupRef.GetSource()))
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m_tapList.Add(groupRef.GetSource().GetGUID());
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}
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if (m_tapList.Count >= SharedConst.CreatureTappersSoftCap)
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