Build fix
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@@ -23386,7 +23386,7 @@ PartyResult Player::CanUninviteFromGroup() const
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return ERR_PARTY_LFG_BOOT_LOOT_ROLLS;
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// TODO: Should also be sent when anyone has recently left combat, with an aprox ~5 seconds timer.
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for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
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for (GroupReference const* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
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if (itr->getSource() && itr->getSource()->isInCombat())
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return ERR_PARTY_LFG_BOOT_IN_COMBAT;
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@@ -2076,20 +2076,6 @@ bool Group::HasFreeSlotSubGroup(uint8 subgroup) const
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return (m_subGroupsCounts && m_subGroupsCounts[subgroup] < MAXGROUPSIZE);
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}
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Group::MemberSlotList const& Group::GetMemberSlots() const
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{
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return m_memberSlots;
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}
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GroupReference* Group::GetFirstMember()
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{
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return m_memberMgr.getFirst();
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}
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uint32 Group::GetMembersCount() const
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{
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return m_memberSlots.size();
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}
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uint8 Group::GetMemberGroup(uint64 guid) const
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{
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@@ -230,9 +230,11 @@ class Group
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bool SameSubGroup(Player const* member1, Player const* member2) const;
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bool HasFreeSlotSubGroup(uint8 subgroup) const;
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MemberSlotList const& GetMemberSlots() const;
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GroupReference* GetFirstMember();
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uint32 GetMembersCount() const;
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MemberSlotList const& GetMemberSlots() const { return m_memberSlots; }
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GroupReference* GetFirstMember() { return m_memberMgr.getFirst(); }
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GroupReference const* GetFirstMember() const { return m_memberMgr.getFirst(); }
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uint32 GetMembersCount() const { return m_memberSlots.size(); }
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uint8 GetMemberGroup(uint64 guid) const;
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void ConvertToLFG();
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@@ -28,7 +28,8 @@ class GroupReference;
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class GroupRefManager : public RefManager<Group, Player>
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{
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public:
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GroupReference* getFirst() { return ((GroupReference*) RefManager<Group, Player>::getFirst()); }
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GroupReference* getFirst() { return ((GroupReference*)RefManager<Group, Player>::getFirst()); }
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GroupReference const* getFirst() const { return ((GroupReference const*)RefManager<Group, Player>::getFirst()); }
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};
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#endif
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@@ -35,6 +35,7 @@ class GroupReference : public Reference<Group, Player>
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GroupReference() : Reference<Group, Player>(), iSubGroup(0) {}
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~GroupReference() { unlink(); }
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GroupReference* next() { return (GroupReference*)Reference<Group, Player>::next(); }
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GroupReference const* next() const { return (GroupReference const*)Reference<Group, Player>::next(); }
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uint8 getSubGroup() const { return iSubGroup; }
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void setSubGroup(uint8 pSubGroup) { iSubGroup = pSubGroup; }
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};
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