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| Updated: | 07-26-12 05:44 PM |
| Created: | 09-30-11 06:03 PM |
| Downloads: | 271 |
| Favorites: | 5 |
| MD5: |
File Name |
Version |
Size |
Author |
Date |
v1.1.1 |
11kB |
Snarty |
02-25-12 12:58 PM |
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v1.0.0 |
6kB |
Snarty |
10-07-11 03:21 PM |
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v0.0.4 Beta |
3kB |
Snarty |
10-04-11 03:58 PM |
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v0.03 Beta |
3kB |
Snarty |
10-02-11 04:53 AM |
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v0.02 Beta |
3kB |
Snarty |
10-01-11 06:07 PM |
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v0.01 Beta |
2kB |
Snarty |
09-30-11 06:03 PM |
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Re: Re: Bug when group members leave
Quote:
You can see the change on: http://git.riftui.com/?a=commitdiff&...222ae5417c109a It fixes the issue for me in the short term ![]() Look forward to seeing what you do with SRM_UnitAvailable stuff, as I'd quite like to avoid having to reproduce this code in some form for my own tracking of the group.
Last edited by Mere : 04-01-12 at 09:02 AM.
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Forum posts: 0
File comments: 1
Uploads: 0
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Is there any particular reason for the unconventional jump from 0 to 2 in LibSRM.GroupCount()? Couldn't it simply return 1 (since while ungrouped, there's technically 1 person in the group). It would also make it easier to iterate through the group without having the check whether the player is currently grouped or not.
Also, LibSRM.Group.Inspect() returns nil for the UID when the player isn't in a party, is this expected behahviour? Thank you for sharing this, it looks like it provides some handy functionality!
Last edited by reilwin : 10-26-11 at 02:17 AM.
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