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Refactor player groups
Group structures are used now. Adds more checks in some places but simplifies things overall. We can expand this system to entities as well now pretty trivially.
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@@ -25,5 +25,5 @@ namespace Combat {
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void init();
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void npcAttackPc(Mob *mob, time_t currTime);
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void genQItemRolls(Player* leader, std::map<int, int>& rolls);
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void genQItemRolls(std::vector<Player*> players, std::map<int, int>& rolls);
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}
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