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- Group* group = lootOwner->GetGroup();
- if (!personal && group)
- {
- roundRobinPlayer = lootOwner->GetGUID();
- for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
- if (Player* player = itr->GetSource()) // should actually be looted object instead of lootOwner but looter has to be really close so doesnt really matter
- FillNotNormalLootFor(player, player->IsAtGroupRewardDistance(lootOwner));
- ////////////////////////
- bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
- {
- if (!pRewardSource)
- return false;
- const WorldObject* player = GetCorpse();
- if (!player || IsAlive())
- player = this;
- if (player->GetMapId() != pRewardSource->GetMapId() || player->GetInstanceId() != pRewardSource->GetInstanceId())
- return false;
- return pRewardSource->GetDistance(player) <= sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE);
- }
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