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[refactor] Refactor groups
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@@ -268,17 +268,10 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
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* single RNG roll per mission task, and every group member shares that same
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* set of rolls.
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*/
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void Combat::genQItemRolls(Player *leader, std::map<int, int>& rolls) {
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for (int i = 0; i < leader->groupCnt; i++) {
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if (leader->groupIDs[i] == 0)
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continue;
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CNSocket *otherSock = PlayerManager::getSockFromID(leader->groupIDs[i]);
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if (otherSock == nullptr)
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continue;
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Player *member = PlayerManager::getPlayer(otherSock);
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void Combat::genQItemRolls(std::vector<Player*> players, std::map<int, int>& rolls) {
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for (int i = 0; i < players.size(); i++) {
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Player* member = players[i];
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for (int j = 0; j < ACTIVE_MISSION_COUNT; j++)
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if (member->tasks[j] != 0)
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rolls[member->tasks[j]] = Rand::rand();
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@@ -679,7 +672,7 @@ static void playerTick(CNServer *serv, time_t currTime) {
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bool transmit = false;
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// group ticks
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if (plr->groupCnt > 1)
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if (plr->group != nullptr)
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Groups::groupTickInfo(plr);
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// do not tick dead players
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