Converted player groups to YAML (#6488)
Finally adds import functionality for player groups and therefore atcommand and permission defining. Co-authored-by: Aleos <aleos89@users.noreply.github.com>
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@@ -10100,7 +10100,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
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if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
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continue;
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if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
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if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
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continue;
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if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
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dx[j] = dy[j] = 0;
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@@ -14990,7 +14990,7 @@ static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_
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sg->val1 = (count<<16)|working;
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if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
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if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
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pc_setpos(sd,m,x,y,CLR_TELEPORT);
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}
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} else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
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@@ -20542,13 +20542,13 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
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if(group->val1) {
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sd = map_charid2sd(group->val1);
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group->val1 = 0;
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if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
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if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
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pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
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}
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if(group->val2) {
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sd = map_charid2sd(group->val2);
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group->val2 = 0;
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if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
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if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
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pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
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}
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skill_delunit(unit);
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