OnLootMoney counts group members within loot reward distance, then divides
gold by that count with no guard. If no member passes the distance check the
count stays 0 and the division raises SIGFPE, taking worldserver down. The
looter normally counts themselves so this is a latent rather than live bug,
but the guard is free.
Also hoists the LootMultiplier check above the member loop, which skips the
whole walk when the module is configured off, and drops the now-redundant
second test in the solo branch.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019vTNrJGsprcjdjjjDJD5ZM
Removed the build status because I'm sick of being spammed via email whenever I update something. It's because it can't configure the OS, the code runs as it should without any warnings or errors but I can't stand the emails anymore. I don't think there's anything I can do on my end to fix it so I'm removing it.
Thanks a bunch to bkmangx1 for bringing this to my attention. Quests that require money will now be ignored and not give the player, or deposit to the guild bank, an insane amount of gold.
Fixed it so a player will not lose money when it gets deposited to the guild bank.
Added code to make sure all members of a group within loot distance will deposit money into their guild bank and not just the person who is actually looting.