Core/Battlegrounds: fixed logic in iterating through the PlayersNearPoint vector
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@@ -196,7 +196,6 @@ void BattlegroundEY::CheckSomeoneLeftPoint()
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//move not existed player to "free space" - this will cause many error showing in log, but it is a very important bug
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m_PlayersNearPoint[EY_POINTS_MAX].push_back(m_PlayersNearPoint[i][j]);
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m_PlayersNearPoint[i].erase(m_PlayersNearPoint[i].begin() + j);
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++j;
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continue;
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}
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if (!player->CanCaptureTowerPoint() || !player->IsWithinDistInMap(obj, BG_EY_POINT_RADIUS))
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