Core/Groups: Fix setting the group roles and Role Check feature
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@@ -582,8 +582,12 @@ void WorldSession::HandleGroupSetRolesOpcode(WorldPacket& recvData)
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data.WriteByteSeq(guid1[1]);
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data << uint32(0); // Old Role
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if (GetPlayer()->GetGroup())
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GetPlayer()->GetGroup()->BroadcastPacket(&data, false);
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if (Group* group = GetPlayer()->GetGroup())
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{
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/// @todo probably should be sent only if (oldRole != newRole)
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group->BroadcastPacket(&data, false);
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group->SetLfgRoles(guid2, newRole);
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}
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else
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SendPacket(&data);
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}
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@@ -1392,3 +1396,40 @@ void WorldSession::HandleOptOutOfLootOpcode(WorldPacket& recvData)
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GetPlayer()->SetPassOnGroupLoot(passOnLoot != 0);
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}
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void WorldSession::HandleRolePollBeginOpcode(WorldPacket& recvData)
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{
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TC_LOG_DEBUG("network", "WORLD: Received CMSG_ROLE_POLL_BEGIN");
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Group* group = GetPlayer()->GetGroup();
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if (!group)
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return;
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if (recvData.empty())
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{
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if (!group->IsLeader(GetPlayer()->GetGUID()) && !group->IsAssistant(GetPlayer()->GetGUID()))
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return;
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ObjectGuid guid = GetPlayer()->GetGUID();
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WorldPacket data(SMSG_ROLE_POLL_BEGIN, 8);
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data.WriteBit(guid[1]);
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data.WriteBit(guid[5]);
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data.WriteBit(guid[7]);
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data.WriteBit(guid[3]);
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data.WriteBit(guid[2]);
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data.WriteBit(guid[4]);
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data.WriteBit(guid[0]);
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data.WriteBit(guid[6]);
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data.WriteByteSeq(guid[4]);
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data.WriteByteSeq(guid[7]);
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data.WriteByteSeq(guid[0]);
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data.WriteByteSeq(guid[5]);
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data.WriteByteSeq(guid[1]);
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data.WriteByteSeq(guid[6]);
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data.WriteByteSeq(guid[2]);
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data.WriteByteSeq(guid[3]);
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GetPlayer()->GetGroup()->BroadcastPacket(&data, true);
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}
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}
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