Core/Groups: Fixes groups staying linked with players.

This commit is contained in:
Hondacrx
2025-09-02 22:43:56 -04:00
parent 6531cd9dc1
commit 3d23a9f162
34 changed files with 385 additions and 402 deletions
+6 -6
View File
@@ -1178,10 +1178,10 @@ namespace Game.Entities
foreach (Group partyToForceIntoCombat in partiesToForceIntoCombat)
{
for (GroupReference refe = partyToForceIntoCombat.GetFirstMember(); refe != null; refe = refe.Next())
foreach (GroupReference groupRef in partyToForceIntoCombat.GetMembers())
{
Player player = refe.GetSource();
if (player == null || !player.IsInWorld || player.GetMap() != GetMap() || player.IsGameMaster())
Player player = groupRef.GetSource();
if (!player.IsInWorld || player.GetMap() != GetMap() || player.IsGameMaster())
continue;
EngageWithTarget(player);
@@ -1334,9 +1334,9 @@ namespace Game.Entities
{
Group group = player.GetGroup();
if (group != null)
for (var itr = group.GetFirstMember(); itr != null; itr = itr.Next())
if (GetMap().IsRaid() || group.SameSubGroup(player, itr.GetSource()))
m_tapList.Add(itr.GetSource().GetGUID());
foreach (GroupReference groupRef in group.GetMembers())
if (GetMap().IsRaid() || group.SameSubGroup(player, groupRef.GetSource()))
m_tapList.Add(groupRef.GetSource().GetGUID());
}
if (m_tapList.Count >= SharedConst.CreatureTappersSoftCap)