message: Make sure each group member is alive before healing/buffing them
diff: @@ -590,6 +590,10 @@ bool doBuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t targetID
  respdata[i].eCT = 1;
  respdata[i].iID = plr->iID;
  + respdata[i].iConditionBitFlag = 0;
  +
  + // only apply buffs if the player is actually alive
  + if (plr->HP > 0) {
  respdata[i].iConditionBitFlag = bitFlag;
  INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt);
  @@ -602,6 +606,7 @@ bool doBuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t targetID
  pkt.TimeBuff.iValue = amount;
  sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
  + }
  return true;
  }
  @@ -646,6 +651,10 @@ bool doHeal(CNSocket *sock, sSkillResult_Heal_HP *respdata, int i, int32_t targe
  int healedAmount = PC_MAXHEALTH(plr->level) * amount / 1500;
  + // do not heal dead players
  + if (plr->HP <= 0)
  + healedAmount = 0;
  +
  plr->HP += healedAmount;
  if (plr->HP > PC_MAXHEALTH(plr->level))
  