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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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@@ -41,7 +41,8 @@ void PlayerManager::removePlayer(CNSocket* key) {
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Player* plr = getPlayer(key);
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uint64_t fromInstance = plr->instanceID;
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Groups::groupKick(plr);
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if(plr->group != nullptr)
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Groups::groupKick(plr);
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// remove player's bullets
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Combat::Bullets.erase(plr->iID);
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