Fix LFG last player disband party (#574)

* [CORE/LFG] now last player disband party when left dungeon
This commit is contained in:
Ercules76
2017-08-22 22:19:41 +02:00
committed by Yehonal
parent a8166c3868
commit f5e0686b6e
2 changed files with 8 additions and 7 deletions

View File

@@ -126,10 +126,9 @@ class ScriptRegistry
// Utility macros for looping over scripts.
#define FOR_SCRIPTS(T, C, E) \
if (SCR_REG_LST(T).empty()) \
return; \
for (SCR_REG_ITR(T) C = SCR_REG_LST(T).begin(); \
C != SCR_REG_LST(T).end(); ++C)
if (!SCR_REG_LST(T).empty()) \
for (SCR_REG_ITR(T) C = SCR_REG_LST(T).begin(); \
C != SCR_REG_LST(T).end(); ++C)
#define FOR_SCRIPTS_RET(T, C, E, R) \
if (SCR_REG_LST(T).empty()) \
return R; \

View File

@@ -1290,13 +1290,15 @@ class ScriptMgr
public: /* AllCreatureScript */
void OnAllCreatureUpdate(Creature* creature, uint32 diff);
//listener function (OnAllCreatureUpdate) is called by OnCreatureUpdate
//void OnAllCreatureUpdate(Creature* creature, uint32 diff);
void Creature_SelectLevel(const CreatureTemplate *cinfo, Creature* creature);
public: /* AllMapScript */
void OnPlayerEnterMapAll(Map* map, Player* player);
void OnPlayerLeaveMapAll(Map* map, Player* player);
//listener functions are called by OnPlayerEnterMap and OnPlayerLeaveMap
//void OnPlayerEnterAll(Map* map, Player* player);
//void OnPlayerLeaveAll(Map* map, Player* player);
private: