Groups now only disband if all members reject the invitation (as opposed to if any member rejects the invitation).
Port From (https://github.com/TrinityCore/TrinityCore/commit/e3077813d5bf4521fff8be3ea24db231ed00c02f)
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@@ -253,11 +253,14 @@ namespace Game.Entities
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group.RemoveInvite(this);
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group.RemoveInvite(this);
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if (group.GetMembersCount() <= 1) // group has just 1 member => disband
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if (group.IsCreated())
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{
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{
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if (group.IsCreated())
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if (group.GetMembersCount() <= 1) // group has just 1 member => disband
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group.Disband(true);
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group.Disband(true);
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else
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}
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else
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{
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if (group.GetInviteeCount() <= 1)
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group.RemoveAllInvites();
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group.RemoveAllInvites();
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}
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}
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}
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}
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@@ -2586,6 +2586,7 @@ namespace Game.Groups
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public List<MemberSlot> GetMemberSlots() { return m_memberSlots; }
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public List<MemberSlot> GetMemberSlots() { return m_memberSlots; }
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public GroupReference GetFirstMember() { return (GroupReference)m_memberMgr.GetFirst(); }
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public GroupReference GetFirstMember() { return (GroupReference)m_memberMgr.GetFirst(); }
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public uint GetMembersCount() { return (uint)m_memberSlots.Count; }
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public uint GetMembersCount() { return (uint)m_memberSlots.Count; }
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public uint GetInviteeCount() { return (uint)m_invitees.Count; }
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public GroupFlags GetGroupFlags() { return m_groupFlags; }
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public GroupFlags GetGroupFlags() { return m_groupFlags; }
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bool IsReadyCheckStarted() { return m_readyCheckStarted; }
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bool IsReadyCheckStarted() { return m_readyCheckStarted; }
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