Core/Groups: Use iterators instead of raw LinkedListElement to interact with group members

This commit is contained in:
Shauren
2025-07-11 17:40:34 +02:00
parent ae197a62b7
commit cbb532e4be
31 changed files with 251 additions and 321 deletions

View File

@@ -720,9 +720,9 @@ void WorldSession::HandleSendPingUnit(WorldPackets::Party::SendPingUnit const& p
broadcastPingUnit.SpellOverrideNameID = pingUnit.SpellOverrideNameID;
broadcastPingUnit.Write();
for (GroupReference const* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
for (GroupReference const& itr : group->GetMembers())
{
Player const* member = itr->GetSource();
Player const* member = itr.GetSource();
if (_player == member || !_player->IsInMap(member))
continue;
@@ -749,9 +749,9 @@ void WorldSession::HandleSendPingWorldPoint(WorldPackets::Party::SendPingWorldPo
broadcastPingWorldPoint.PingDuration = pingWorldPoint.PingDuration;
broadcastPingWorldPoint.Write();
for (GroupReference const* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
for (GroupReference const& itr : group->GetMembers())
{
Player const* member = itr->GetSource();
Player const* member = itr.GetSource();
if (_player == member || !_player->IsInMap(member))
continue;