mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-19 08:55:32 +01:00
Dungeon Finder: Add LFG support to groups
--HG-- branch : trunk
This commit is contained in:
@@ -311,6 +311,7 @@ void LFGMgr::Leave(Player *plr, Group *grp /* = NULL*/)
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// Remove from Role Checks
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if (grp)
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{
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grp->SetLfgQueued(false);
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LfgRoleCheckMap::const_iterator itRoleCheck = m_RoleChecks.find(GUID_LOPART(guid));
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if (itRoleCheck != m_RoleChecks.end())
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{
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@@ -526,7 +527,10 @@ void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
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}
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if (pRoleCheck->result == LFG_ROLECHECK_FINISHED)
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{
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grp->SetLfgQueued(true);
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AddToQueue(grp->GetGUID(), &pRoleCheck->roles, &pRoleCheck->dungeons);
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}
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if (pRoleCheck->result != LFG_ROLECHECK_INITIALITING)
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{
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@@ -48,6 +48,9 @@ Group::Group()
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m_guid = 0;
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m_counter = 0;
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m_maxEnchantingLevel= 0;
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m_LfgQueued = false;
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m_LfgStatus = 1;
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m_LfgDungeonEntry = 0;
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for (uint8 i = 0; i < TARGETICONCOUNT; ++i)
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m_targetIcons[i] = 0;
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@@ -199,6 +202,7 @@ bool Group::LoadMemberFromDB(uint32 guidLow, uint8 memberFlags, uint8 subgroup)
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member.group = subgroup;
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member.flags = memberFlags;
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member.roles = 0;
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m_memberSlots.push_back(member);
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@@ -207,6 +211,15 @@ bool Group::LoadMemberFromDB(uint32 guidLow, uint8 memberFlags, uint8 subgroup)
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return true;
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}
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void Group::ConvertToLFG()
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{
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m_groupType = GroupType(m_groupType | GROUPTYPE_LFG | GROUPTYPE_UNK1);
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m_lootMethod = NEED_BEFORE_GREED;
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if (!isBGGroup())
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CharacterDatabase.PExecute("UPDATE groups SET groupType='%u' WHERE guid='%u'", uint8(m_groupType), GUID_LOPART(m_guid));
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SendUpdate();
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}
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void Group::ConvertToRaid()
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{
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m_groupType = GroupType(m_groupType | GROUPTYPE_RAID);
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@@ -290,8 +303,12 @@ Player* Group::GetInvited(const std::string& name) const
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bool Group::AddMember(const uint64 &guid, const char* name)
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{
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if (isLfgQueued())
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sLFGMgr.Leave(NULL, this);
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if (!_addMember(guid, name))
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return false;
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SendUpdate();
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Player *player = sObjectMgr.GetPlayer(guid);
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@@ -336,7 +353,7 @@ uint32 Group::RemoveMember(const uint64 &guid, const uint8 &method)
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{
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BroadcastGroupUpdate();
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if (!isBGGroup())
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if (isLfgQueued())
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sLFGMgr.Leave(NULL, this);
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// remove member and change leader (if need) only if strong more 2 members _before_ member remove
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@@ -1081,12 +1098,16 @@ void Group::SendUpdate()
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data << uint8(m_groupType); // group type (flags in 3.3)
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data << uint8(citr->group);
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data << uint8(citr->flags);
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data << uint8(isBGGroup() ? 1 : 0); // 2.0.x, isBattlegroundGroup?
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if (m_groupType & GROUPTYPE_LFD)
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if (isLFGGroup())
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{
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data << uint8(0);
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data << uint32(0);
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uint32 lowguid = GetLowGUID();
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data << uint8(1);
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data << uint8(m_LfgStatus);
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data << uint32(m_LfgDungeonEntry);
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}
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else
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data << uint8(isBGGroup() ? 1 : 0); // 2.0.x, isBattlegroundGroup?
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data << uint64(m_guid);
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data << uint32(m_counter++); // 3.3, value increases every time this packet gets sent
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data << uint32(GetMembersCount()-1);
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@@ -1104,7 +1125,7 @@ void Group::SendUpdate()
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data << uint8(onlineState); // online-state
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data << uint8(citr2->group); // groupid
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data << uint8(citr2->flags); // See enum GroupMemberFlags
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data << uint8(0); // 3.3
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data << uint8(citr2->roles); // Lfg Roles
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}
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data << uint64(m_leaderGuid); // leader guid
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if (GetMembersCount()-1)
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@@ -1214,6 +1235,7 @@ bool Group::_addMember(const uint64 &guid, const char* name, uint8 group)
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member.name = name;
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member.group = group;
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member.flags = 0;
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member.roles = 0;
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m_memberSlots.push_back(member);
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SubGroupCounterIncrease(group);
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@@ -72,8 +72,8 @@ enum GroupType
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GROUPTYPE_BG = 0x01,
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GROUPTYPE_RAID = 0x02,
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GROUPTYPE_BGRAID = GROUPTYPE_BG | GROUPTYPE_RAID, // mask
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// 0x04?
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GROUPTYPE_LFD = 0x08,
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GROUPTYPE_UNK1 = 0x04,
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GROUPTYPE_LFG = 0x08,
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// 0x10, leave/change group?, I saw this flag when leaving group and after leaving BG while in group
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};
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@@ -158,6 +158,7 @@ class Group
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std::string name;
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uint8 group;
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uint8 flags;
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uint8 roles;
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};
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typedef std::list<MemberSlot> MemberSlotList;
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typedef MemberSlotList::const_iterator member_citerator;
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@@ -191,8 +192,30 @@ class Group
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void SetLootThreshold(ItemQualities threshold) { m_lootThreshold = threshold; }
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void Disband(bool hideDestroy=false);
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void SetLfgQueued(bool queued) { m_LfgQueued = queued; }
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bool isLfgQueued() { return m_LfgQueued; }
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void SetLfgStatus(uint8 status) { m_LfgStatus = status; }
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uint8 GetLfgStatus() { return m_LfgStatus; }
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void SetLfgDungeonEntry(uint32 dungeonEntry) { m_LfgDungeonEntry = dungeonEntry; }
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uint32 GetLfgDungeonEntry(bool id = true)
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{
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if (id)
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return (m_LfgDungeonEntry & 0x00FFFFFF);
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else
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return m_LfgDungeonEntry;
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}
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void SetLfgRoles(uint64 guid, const uint8 roles)
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{
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member_witerator slot = _getMemberWSlot(guid);
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if (slot == m_memberSlots.end())
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return;
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slot->roles = roles;
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SendUpdate();
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}
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// properties accessories
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bool IsFull() const { return (m_groupType == GROUPTYPE_NORMAL) ? (m_memberSlots.size() >= MAXGROUPSIZE) : (m_memberSlots.size() >= MAXRAIDSIZE); }
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bool isLFGGroup() const { return m_groupType & GROUPTYPE_LFG; }
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bool isRaidGroup() const { return m_groupType & GROUPTYPE_RAID; }
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bool isBGGroup() const { return m_bgGroup != NULL; }
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bool IsCreated() const { return GetMembersCount() > 0; }
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@@ -267,6 +290,7 @@ class Group
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return mslot->group;
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}
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void ConvertToLFG();
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// some additional raid methods
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void ConvertToRaid();
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@@ -460,5 +484,8 @@ class Group
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uint64 m_guid;
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uint32 m_counter; // used only in SMSG_GROUP_LIST
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uint32 m_maxEnchantingLevel;
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bool m_LfgQueued;
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uint8 m_LfgStatus;
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uint32 m_LfgDungeonEntry;
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};
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#endif
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@@ -32,7 +32,7 @@
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#include "Util.h"
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#include "SpellAuras.h"
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#include "Vehicle.h"
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#include "LFG.h"
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#include "LFGMgr.h"
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class Aura;
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@@ -266,8 +266,9 @@ void WorldSession::HandleGroupDeclineOpcode(WorldPacket & /*recv_data*/)
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void WorldSession::HandleGroupUninviteGuidOpcode(WorldPacket & recv_data)
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{
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uint64 guid;
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std::string reason;
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recv_data >> guid;
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recv_data.read_skip<std::string>(); // reason
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recv_data >> reason;
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//can't uninvite yourself
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if (guid == GetPlayer()->GetGUID())
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@@ -366,7 +367,8 @@ void WorldSession::HandleGroupSetLeaderOpcode(WorldPacket & recv_data)
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void WorldSession::HandleGroupDisbandOpcode(WorldPacket & /*recv_data*/)
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{
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if (!GetPlayer()->GetGroup())
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Group *grp = GetPlayer()->GetGroup();
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if (!grp)
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return;
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if (_player->InBattleground())
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