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
+4 -5
View File
@@ -2442,12 +2442,11 @@ namespace Game.Entities
var group = GetGroup();
if (group != null)
{
for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.Next())
foreach (GroupReference groupRef in group.GetMembers())
{
Player player = refe.GetSource();
Player player = groupRef.GetSource();
// for any leave or dead (with not released body) group member at appropriate distance
if (player != null && player.IsAtGroupRewardDistance(pEventObject) && player.GetCorpse() == null)
if (player.IsAtGroupRewardDistance(pEventObject) && player.GetCorpse() == null)
player.AreaExploredOrEventHappens(questId);
}
}
@@ -3481,7 +3480,7 @@ namespace Game.Entities
{
if (IsQuestRewarded(questObjective.QuestID) || IsQuestObjectiveComplete(questObjective.QuestID, questObjective.Id))
return SpawnTrackingState.Complete;
if (GetQuestStatus(questObjective.QuestID) != QuestStatus.None && IsQuestObjectiveCompletable(questObjective.QuestID, questObjective.Id))
{
var itr = m_QuestStatus.LookupByKey(questObjective.QuestID);