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reject and remove
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parent
350f78f46a
commit
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@ -426,14 +426,14 @@ class SquadInvitationManager(subs: SquadSubscriptionEntity, parent: ActorRef) {
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Refused(rejectingPlayer, invitingPlayerCharId)
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(Some(rejectingPlayer), Some(invitingPlayerCharId))
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case Some(VacancyInvite(leader, _, features))
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if notLeaderOfThisSquad(squadsToLeaders, features.Squad.GUID, rejectingPlayer) =>
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case Some(VacancyInvite(leader, _, _))
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/*if notLeaderOfThisSquad(squadsToLeaders, features.Squad.GUID, rejectingPlayer)*/ =>
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//rejectingPlayer is the would-be squad member; the squad leader sent the request and was rejected
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Refused(rejectingPlayer, leader)
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(Some(rejectingPlayer), Some(leader))
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case Some(ProximityInvite(_, features, position))
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if notLeaderOfThisSquad(squadsToLeaders, features.Squad.GUID, rejectingPlayer) =>
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/*if notLeaderOfThisSquad(squadsToLeaders, features.Squad.GUID, rejectingPlayer)*/ =>
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//rejectingPlayer is the would-be squad member; the squad leader sent the request and was rejected
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ReloadProximityInvite(
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tplayer.Zone.Players,
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@ -2028,7 +2028,8 @@ class SquadInvitationManager(subs: SquadSubscriptionEntity, parent: ActorRef) {
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avatar.lookingForSquad &&
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!deniedAndExcluded.contains(charId) &&
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!refused(charId).contains(squadLeader) &&
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requirementsToMeet.intersect(avatar.certifications) == requirementsToMeet
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requirementsToMeet.intersect(avatar.certifications) == requirementsToMeet &&
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charId != invitingPlayerCharId //don't send invite to yourself. can cause issues if rejected
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} match {
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case None =>
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None
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@ -1009,6 +1009,8 @@ class SquadService extends Actor {
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subs.Publish(charId, SquadResponse.Detail(PlanetSideGUID(0), completelyBlankSquadDetail))
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}
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UpdateSquadListWhenListed(features.Stop, None)
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//I think this is right, otherwise squadFeatures will never be empty and TryResetSquadId will not reset to 1
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squadFeatures.remove(guid)
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}
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/**
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