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