only make teams for minigames

if we have more than one participant
This commit is contained in:
Aaron Kimbre 2022-05-27 15:25:57 -05:00
parent 445c01d485
commit c6f871d42b

View File

@ -487,7 +487,10 @@ void ActivityInstance::StartZone() {
return; return;
auto* leader = participants[0]; auto* leader = participants[0];
LWOZONEID zoneId = LWOZONEID(m_ActivityInfo.instanceMapID, 0, leader->GetCharacter()->GetPropertyCloneID());
// only make a team if we have more than one participant
if (participants.size() > 1){
CBITSTREAM; CBITSTREAM;
PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_CREATE_TEAM); PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_CREATE_TEAM);
@ -498,11 +501,10 @@ void ActivityInstance::StartZone() {
bitStream.Write(participant); bitStream.Write(participant);
} }
LWOZONEID zoneId = LWOZONEID(m_ActivityInfo.instanceMapID, 0, leader->GetCharacter()->GetPropertyCloneID());
bitStream.Write(zoneId); bitStream.Write(zoneId);
Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false); Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false);
}
const auto cloneId = GeneralUtils::GenerateRandomNumber<uint32_t>(1, UINT32_MAX); const auto cloneId = GeneralUtils::GenerateRandomNumber<uint32_t>(1, UINT32_MAX);
for (Entity* player : participants) { for (Entity* player : participants) {