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
+5 -5
View File
@@ -158,7 +158,7 @@ namespace Game
if (group == null)
return;
if (packet.PartyIndex != 0 && group.GetGroupCategory() != (GroupCategory)packet.PartyIndex)
if (packet.PartyIndex.HasValue && group.GetGroupCategory() != (GroupCategory)packet.PartyIndex)
return;
if (packet.Accept)
@@ -702,9 +702,9 @@ namespace Game
broadcastPingUnit.SpellOverrideNameID = pingUnit.SpellOverrideNameID;
broadcastPingUnit.Write();
for (GroupReference itr = group.GetFirstMember(); itr != null; itr = itr.Next())
foreach (GroupReference groupRef in group.GetMembers())
{
Player member = itr.GetSource();
Player member = groupRef.GetSource();
if (_player == member || !_player.IsInMap(member))
continue;
@@ -732,9 +732,9 @@ namespace Game
broadcastPingWorldPoint.PingDuration = pingWorldPoint.PingDuration;
broadcastPingWorldPoint.Write();
for (GroupReference itr = group.GetFirstMember(); itr != null; itr = itr.Next())
foreach (GroupReference groupRef in group.GetMembers())
{
Player member = itr.GetSource();
Player member = groupRef.GetSource();
if (_player == member || !_player.IsInMap(member))
continue;