Make some adjustments to .summon and .group summon behavior to make them more permissive:
- Now only requires the either target's group leader or target itself to be on your map - Now summons all applicable group members even if one member fails checks - No longer has some truly weird edge case instance unbind code that could cause exploit behavior (Really, I have no idea why this existed, because it certainly didn't do what it might've been meant to do.) Port From (https://github.com/TrinityCore/TrinityCore/commit/f543e570d65fec3546e982d27d458a759922602d)
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@@ -57,15 +57,19 @@ namespace Game.Chat
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Group gmGroup = gmPlayer.GetGroup();
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Map gmMap = gmPlayer.GetMap();
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bool toInstance = gmMap.Instanceable();
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bool onlyLocalSummon = false;
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// we are in instance, and can summon only player in our group with us as lead
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if (toInstance && (
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!gmGroup || group.GetLeaderGUID() != gmPlayer.GetGUID() ||
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gmGroup.GetLeaderGUID() != gmPlayer.GetGUID()))
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// the last check is a bit excessive, but let it be, just in case
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// make sure people end up on our instance of the map, disallow far summon if intended destination is different from actual destination
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// note: we could probably relax this further by checking permanent saves and the like, but eh
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// :close enough:
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if (toInstance)
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{
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handler.SendSysMessage(CypherStrings.CannotSummonToInst);
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return false;
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Player groupLeader = Global.ObjAccessor.GetPlayer(gmMap, group.GetLeaderGUID());
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if (!groupLeader || (groupLeader.GetMapId() != gmMap.GetId()) || (groupLeader.GetInstanceId() != gmMap.GetInstanceId()))
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{
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handler.SendSysMessage(CypherStrings.PartialGroupSummon);
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onlyLocalSummon = true;
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}
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}
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for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.Next())
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@@ -77,25 +81,26 @@ namespace Game.Chat
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// check online security
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if (handler.HasLowerSecurity(player, ObjectGuid.Empty))
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return false;
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continue;
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string plNameLink = handler.GetNameLink(player);
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if (player.IsBeingTeleported())
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{
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handler.SendSysMessage(CypherStrings.IsTeleported, plNameLink);
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return false;
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continue;
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}
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if (toInstance)
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{
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Map playerMap = player.GetMap();
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if (playerMap.Instanceable() && playerMap.GetInstanceId() != gmMap.GetInstanceId())
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if ((onlyLocalSummon || (playerMap.Instanceable() && playerMap.GetId() == gmMap.GetId())) && // either no far summon allowed or we're in the same map as player (no map switch)
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((playerMap.GetId() != gmMap.GetId()) || (playerMap.GetInstanceId() != gmMap.GetInstanceId()))) // so we need to be in the same map and instance of the map, otherwise skip
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{
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// cannot summon from instance to instance
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handler.SendSysMessage(CypherStrings.CannotSummonToInst, plNameLink);
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return false;
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handler.SendSysMessage(CypherStrings.CannotSummonInstInst, plNameLink);
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continue;
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}
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}
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