#plugins-dev-chat
1 messages ยท Page 64 of 1
make patreon portal break on april fools

Wdym just remove the css file and would be funny
let us all through and get unwatermarked images and videos
fake cloudflare confirmation
and instead of april fools itll be on the day of 15.0 beta posts
No way 
Expose the directory traversal
lmao
Its funny to see it like this, but i think you are making a system similar to GTA suicide?
Iโm just copy it lol
So you need to pay to do that action?
automod flagged me
๐
Pay 2 Lose will always be funnier than pay 2 win 
if i remember correctly in gta you pay 500 bucks
and then you die
lol
its so stupid
yep i remembered correctly
Hahahah
in sl you pay with a keycard O5
I think there are enough things in the game to kill yuself
Zero
?
Can you make a map like "The Jewelry store" from pd2?
Im not good at map making
idk in our staff maro does them
I dont wanna touch unity
Sadge
Wdym 2021
MER
Oh
Time to uh
Learn
btw depends on the details
Suck with unity
Ye i know how meow works
maps are limited alot on SL
You showed it and I even helped you 
Not everything i've shown there are some stuff i didn't show
like clustering
etc...
Cluster these bombs
that is done in the editor directly
there's alot of game technices applied on meow
and thats why it runs so well
(done in the editor when compiling)
Game doesn't even runs at 60 fps fro me
mine does 40fps
but i join my own server and i do 200 fps
and peaks 400 fps
Wtf
with no rider or nothing open
How do u
magic
Even achieve that
What magical bullshettry you do ๐ญ
alot of magics :3
Removing the whole map
No Access
i sent it
and i think i can still do better but i need to find other ways to optimize
I already semi do that
what the toy has done i already did it alot of time ago
but its really unstable
I need to try and see how much fps I have on your server
i could give you access
Would be cool so can just jump around and see the fps
yea
give me your steam id
76
obv in private
?
76561198353954736@steam i think its this one
its the same lol
Ye
Also wouldn't join like right now
Prob can do like 8-10h from now
(i just got into work :sob)
crazy
Ye and I waiting others to start up the server so I can scan for web vulnerability (xss, etc)
boring job
oh my god boring asf
even more
lol
Ye
you're hating on yourself
No, thats what job they given me for an intern for my University class
Possible to blackout someones view?
blinded effect
Blindness
If you fake it?
that
Ohhhhh, bro I am so stupid
don't worry :3
I forgot that existed lol
Hi so stupid, I'm SlejmUr
so stupid is here already? I thought he was coming tomorrow
@celest thorn I would show what I did yesterday but phone scrolling is ass
?
lmfao
do you have the pull tab?
you can open that and close that, it fixes the scroll bug
No its for other project of mine since I don't think im allowed to share the work doc
(might not be continuous)
Im thankful for the GitHub Actions
That shit helps me so much when I'm not able to compile
Half life 3 on SL
While the player is a spectator
set their role to None
although they might not be able to hear voice chat
That's the plan :]
Funny thing here, without setting the role to none :]
Guys?
Where did everyone go, I'm all alone.
Nice , you taken your meds
Crazy?
Crazy? I was crazy once, They locked me in a room, a rubber room, a rubber room with rats, and rats make me crazy.
This guy is crazy
i know ;(
Ma lawyer advise me not to answer without his presence
;(
Insane and sanen't
So um, yeah
Fake the blindness effect
Or just blind then
you can?
So tru
I was thinking about it
but
its too crazy
even for me
but i've managed to make it
the player was connecting and was using 10mb
lol
Also yes you can indeed send a fake rpc :)
i know that
Half of them was mirror related stuff i guess
10mb of ram thats it
that was what i meant
btw what game could i play
imma be honest
Yes
im thinking why not remaking the source engine physics
with primitives
it would be cool asf
Wait is LabApi and ACS has a circular dependency?
what?
Labapi req acs, acs requires labapi
Because ACS calls LabApi and labapi depends on ACS
How did you guys managed to make that
ACS?
what is ACS?
Okay so actually now how do I blind a player without changing their role?
effect blinded
Their role is a spectator
Ok but
How did they make it as a circular dependency
from killing demons to creating houses
idk
Their role is a spectator
It's been 2 hours since I asked a question, still no answer, my rations are almost depleted, I dont know how much longer I'll be able to hold on, someone, please, someone out there, send help
Same..
Fake spawn a PrimitiveObject in front of the camera 
What are you trying to do exactly
Fake spawn?
Blindness effect to a spectator
Yeah, client side only Primitive
ahhh
Check how effects are networked
But why EnableEffect doesn't work
Add blindness to the player they're observing
I dunno, I did EnableEffect and it did not do it
I actually do not see anything that is preventing from it happening
Effects dont work on spectators
It does though? Flashbang works
You see the effects of the player you're observing
So there is a way to display effects
^
Obviously manually via an rpc
So the actual player doesn't get blinded
Or well, you should really give it to all live players
That way if the spectator changes target, they'll stay blinded
At least in theory
So umm, you might have to dumb that down for me :]
I'm in bed, it's 2 am, the others can take over
yo does someone know how is the gameObject counting players before round starts called?
Is it possible that the Client receives the list of Effects the user has and displays it locally?
Cause all I'm seeing is RefHub syncing statuses and not effects
Okay, well is there a way to set which player a spectator is spectating?
I can see Hitmarker and Decont syncing
You mean a list of players spectating someone OR setting someone to spectate someone specific
Called it
check CharacterClassManager::Init
I see a setter in PlayerRoles.Spectating.SpectatorNetworking but I suspect this is a ServerSide syncing and not a two way check
ghuh?
despite it being called SyncedSpectatedNetId it is not a syncvar lol
decompile it
@unique crane would you be that epic and look in unity please?
Possibly very cursed, but maaybe you could override the spectator value
๐ You can look in the Assembly-Csharp.dll yourself
use ILSpy / DNSpy / Dotpeek
When isn't it cursed?
when your plugin only has the static Main function
when you do : Plugin it's over
Speedrunning SCP:SL cursed plugin dev any%
0:01, has a single change : Plugin
Crazy work
kinda hard without pc
if i can ask does someone know if colors get sanitized by unity because in the docs its written
"This structure is used throughout Unity to pass colors around. Each color component is a floating point value with a range from 0 to 1."
If i use a number higher than 1 will it still work or get Clamped to 1
How are you devving without a PC then
Will work above 1, you have to manually clamp it
minus values work as well
you can spawn a primitive light with 100000 100000 100000
wait
int playerCount = ReferenceHub.GetPlayerCount(ClientInstanceMode.ReadyClient, ClientInstanceMode.Host, ClientInstanceMode.Dummy);
I wish I could just like, move the palyer's camera into the void
you cannot do that
you can do that
move the spectated player to the void
You can do that
PlayerValidatedVisiblity
That's crazy
player.Position = new Vector(-500, -500, -500) 
getting information and applying them on 17th
I might need to go through each gameobject again
No fucking way. I was using CTRL+SHIFT+F this whole time, SHIFTx3 works searching in files 
ah
information I got for now is me maybe creating my own framework 
XDD
Actually thats a good solution
Whenever you wanna blind the spectator just make them unable to see anyone
Might work
Although I have no idea if it works for specs
just put a mark over their screen with padding and choose colour to black
Okay well if I cant give blindness efect to a spectator, can I give a different role the attachments UI thingy
What exactly are you trying to do
^^
โโ
โโ
I want people to be abnle to cahgent heir attachments on guns but I dontw ant them to be able to spectate other players
and put workstation there
none role can't change attachements iirc
right
Then I ahve to give them every gun in the game, so they can actually change their attachments, which I dont wanna do
Try the player visibility thing
This
also disable receiving voice messages
Already hgave
or just make a pickup there that will give them the gun if they pick it up with texttoy saying what the gun is
the mark tag would be a solution, but you wouldn't be able to see the guns
You cant set what player they spec
Are you sure
idk if it's possible but like send a msg to the client to say everyone is dead except a dummy and then they will move to them when they click or smth
Or just labapi doesn't have that exposed
FakeSyncRole
You cannot
Spectated Player is 1 way sync
I do not know if you force set the NetID it changes it
Try changing PlayerRoles.Spectating.SpectatorNetworking init method
It has a currentRole2.SyncedSpectatedNetId = msg.NetId;
This game is my call
Show me the decomp
I wanna do dev instead of fucking waiting
bring another pc
and work on that
honestly it got boring
Is there something in SpectatorRole?
i don't wanna install only fucking radiators
Something?
Ooo, actually, would be able to give the player the attachmentsmenu gameobject?
I am going to die
Anything that is to do with GUI are clientside only
There is CurrentTarget in SpectatorRole
It has a setter
if (!(_curTracked == value))
{
if (_curTracked != null)
{
_curTracked.OnStoppedSpectating();
}
_curTracked = value;
MainCameraController.ForceUpdatePosition();
if (value != null)
{
LastTrackedPlayer = (value.MainRole.TryGetOwner(out var hub) ? hub : null);
value.OnBeganSpectating();
}
SpectatorTargetTracker.OnTargetChanged?.Invoke();
}```Does that look like it changes the player it spectates
I think that is clientside code
SpectatorTargetTracker is Static
and a Singleton, so most probably this does not work at all
Yeah I saee that now
Yeah it has GUI option changing code, this is ClientSide sadly
Tag NW and ask for changeability
so why don't you disable changing spectator?
You can't
I see
Spectating is handled ClientSide
No?
Yes?
if they change spectator spawn them and turn them spactor again resetting the spectating player
Oh wait
Okay well if I cant change the palyer that they are spectating then what are some other ways??
Oh btw, the whole point of this is to make the spectator see a black screen
One of the ways I can see is FakeSyncing everyone as None for Spectators, that way client only sees nothign
Or have a Dummy that is spectated somewhere else
Also, are you sure you want the spectators to not have anything to watch?
player.Crash();
idk the reason, but without much context it sounds painful
but RN I can only think of FakeSyncing roles to None for spectators tbh
are you delulu
Player.DestroyClientComputerAndEverythignTheyOwn()
Player.DeleteUniverse();
Player.EnlargePenis();
player.Player()
player.Kill
player.GetAJob()
You have a param for it
this should be added as method
easy enough to crash a player
if (player.Sex == Sexes.Male)
player.EnlargeGenitals();```
if (player.Sex == Sexes.Male)
player.Sex = Sexes.Female
Ayo
?
avarage SL dev
:3

Init-only property 'Sex' can only be assigned in an object initializer, or on 'this' or 'base' in an instance constructor or an 'init' accessor
Did you mean to call the setter to 'Gender'?
fun fact
Nerd ๐ค
reference mscorlib
That's actually crazy
*TryChangeGender
TryExplode
Okay seriously, can I please have help blacking out a spectators screen
you can make their screen purple
if you want
yes you can... via fogcontrol
when foreach (var i in 10)
fake sync others' roles to none
I'd prefer black but if purple is all I can get that is nice quick and easy then yeah I will go with purple
do what axwabo said
fake sync?
better than the purple
RoleSyncInfoRoleSyncInfoRoleSyn
foreach (var i in Uint128.MaxValue)
NOTHING HAPPENED
I told you a solution. FakeSync everyone to None for Spectators
i'm to speedy for this chord
That is the best solution right now
yep
Crazy thing, what if I said I had no idea how to do that?
send a RoleSyncInfo
Skill issue
I'm gonna send a FistSyncInfo straight your way lol
My ass

Look into how roles are Synced and replicate it ๐
I'm gonna replicate my FistSyncInfo and send it your way isntead
I needed to render stuff for specific players as well ||and created a fucking abomination||
Nah im kidding lol

I'm a big baby that needs spoonfeeding lol, where in the world are they synced?
an example: PlayerRoleManager.Update
I'll get it eventually lol
just when changing quickly respawn them and despawn
how do I know method in SL is handled on server and not on client?
and when patching how can I reference class from the assembly csharp itself?
i will leave people here decide what is crazier
Remaking gmod with complete assets and everything (physics included) in SL
or
Playing some random game
I would love to implement the physics with you
I wanted to implement car into SL
if you're planning to
i'm flattered (in a good way)
and is there any physics engines already or would that have to be recreated?
I have meow that can handle base physics of Unity
im planning to integrate that
a better system
I prefer
SOURCE ENGINE
best engine ever
idc
valve made it and they are amazing
the primitives colliding with eachother will fuck up the entire thing but sure
crashing servers will be so easy
trust me
it will not
everything is client side
so
it will be hard to crash something that doesn't exist in the server
Wait a minute, when a player dies they dont immediately spectate a player do they, because if they dont then I can just make it so they cant change to a player
no but the player hears what currently happens around them
their camera stays in the same spot
Player.Audio.Destroy();
Also you cannot prevent changing spectators still, cause it is handled ClientSide
Oh yeah true, the event doesnt allow it
fake sync the roles of every alive person into spectator
lol
Yeah back to doing that
None so you do not hear them
Cause Spectator would result in VoiceChatting
I still dont know how to do that lmao
OnReceivingVoiceMessage
IsAllowed = false
:3
I think I found it, I dunno
hii lumi
hey zero!
how are you doing?
That blocks everyone, do not know if Kitt want to block all audio
like talking to other spectators
im okie, hbu?
im doing fine :3
check channel then
goob goob :3
Dead ass, how the hell you do fake a sync, with anything
there should 100% be the iconic sound when objects collide
in this case just send the RoleSyncInfo to the player
is the screen when player spawns with role info client side or server side?
client 
iirc someone said server can deny it
Its easy 100% to do it i cannot test it tho because my dev is full of stuff
but i dont remember if thats correct
hii nameless
hi....
how are you doing?
Yeah okay I've tried I've got no idea
:]
Anyone know if we're ever gonna get an enum for LockerType and an up to date DoorName enum?
Nah, NW doesn't take suggestions lol
why are people creating transpilers?
for easy crash clients
thank you :D
Patching stuff on the fly
but it's possible to put the main method content into prefix change it and then return false so the base method is not called
Can someone tell me how to faekly sync something?
The main method? you mean the Entrypoint?
maybe this conversation will help?
#plugins-dev-chat message
Multiple pointers were given to you lol
Why didn't those work
is there a plugin in #1336031121699377213 with fake sync vars so he can see how it works?
I'm brain dead, and would send a gif but I might get like warned or something
So you want someone to tell you 1:1 with code how to do it?
I mean, I wouldn't be saying no lol
this gave me a THE FUCK IS THIS DOING
wtf
XDD
is it public static?? 
context matters
so you do not get more AHP
not really necessary yeah
it just gives a heartattack when you glance over it lol
just send a RoleSyncInfo message to the client's connection ๐ญ๐ญ
I wanted to make random chance that it's executed
if you want a ticking bomb, just set random connections to null 
I'm sorry :[
peak plugin
Why's it so hard??? Literally sounds so easy
it's okay, just
create a role sync info with role spectator
do this for every alive player
and send each to spectators
WHAT
Forget it
Who is the target and the reciever, I am assuming the spectator is the reciever and then target is the alive player?
yep
I've actually got no idea, and that's kind of embarrassing lmao
Have you looked at PlayerRoleManager.Update?
No, what about it?
Look at that code and you'll see
Okay, I've either coded this wrongor Im testing it wrong
I give up lol, Plan P
I've been working on this for like 4 hours, I think it's time for the massive amounts of spoonfeeding please
Nah
Plan Q, delete the project
Real
who should i reach out to about labapi loader related questions?
i don't wanna make the PR with shit changes ๐ญ
jesus
i'm not braining
yep
@limber silo i plan to PR some changes to the loader to better accomodate embedded DLLs, is it fine if i change the behavior of some methods in AssemblyUtils? namely ResolveEmbeddedResources via LoadEmbeddedDll and LoadCompressedEmbeddedDll
i doubt anyone would use those methods other than the loader, just making sure if that's fine
i mean if i make the PR and it gets rejected i'll defiinitely find out 
yea
And req changes
I dont see why it wouldnt be fine, go ahead
gotcha
if we have issues ill later note it in the pr
yep, idk why i didn't think of that
Man I wanna do the Pooling stuff but dont have a pc rn to build
which pooling
Jesus, can you make your thing can use inside GitHub actions
that would be poggies
When I'm in a pool and I have an ing.
๐ญ
The one with Cyn (i think) wanted
subscribe to the role changed event
if the player's previous role is not spectator but is now spectating:
- go through the list of players
- send the spectator a RoleSyncInfo with spectator per alive player
if the player was spectating but now isn't: - go through the list of players
- send the now not spectator a RoleSyncInfo per alive player with their actual role
Yo mom
(A list or smth, Like NW's Pool stuff)
Thank you for breaking it down for me, and sorry I didn't understand it the first time :]
Np
Is it possible to create the best method in SL:
Public static void Crash(bool shouldCrash)
{
if (!shouldCrash) return;
SubCrash();
}
public static void SubCrash()
{
Crash(true);
}
stack overflow exception my favorite
that won't crash the server
yeah just simple Console.ReadLine(); on start will
let's see if someone can pass this
can we get this pinned please?
If you wanna be cooler
create a new thread each cycle
to take all system resources
Quick question
oh its you
Would this be valid and, more importantly, would this block the main thread? It's not supposed to... right?
public override async void OnPlayerPreAuthenticating(PlayerPreAuthenticatingEventArgs ev)
{
try
{
var result = await PlayerHasReservedSlot(ev.UserId, ev.CanJoin);
ev.CanJoin = result;
}
catch(Exception ex)
{
Logger.Error(ex.ToString());
}
}
public async Awaitable<bool> PlayerHasReservedSlot(string userId, bool canJoin)
{
await Awaitable.BackgroundThreadAsync();
if (!canJoin)
return await CheckUserApi();
return true;
}
public async Awaitable<bool> CheckUserApi()
{
// Emulated waiting
await Awaitable.WaitForSecondsAsync(1);
return true;
}
who am I
i think by the time your waiting is over the pre auth event will have ended
that's what I thought
I suggest either
making it sync
or just kicking the user after the api request is returned
kick was my option when I was building it with action dispatcher, but wanted to go easier
and making it sync would block the main thread
david im feeling evil

Well
what do you connect it to?
If its some db on the same machine
there isnt gonna be an issue
breh I would make that sync
Just try it and see
if its gonna be noticable
make it async and wait for result from db
and then kick if not permitted
kick pai
lets see, this wont work
the issue with this is
when you make it async
jesus being late as always smh
you let the main thread continue
which will use the arguments without being modified by your code
once your code is ready it will modify the argument
but it wont be used anywhere
making it innefective
nobody gave him the correct answer I needed to
oh nvm they did say it wont work
Im 99% sure i did
anyways what you can do is either delay the preauth or wait till they join and you have the info to kick them
where is the missing 1%
i ate it
expected...
wow...
forgot about delaying the preauth bruh
that was the 1%
Stupid question how is it even possible that parenting on the server doesn't break anything but parenting on the client destroys everything?
Sounds like a skull issue
Just send the local transform if you're parenting
i mean i did that
but nope
still looks like shit
i think i need to create a primitive static for each empty gameobject
or just for the root
Yep
im going to cry in my sleep
Set the flags to none and you're good
idk if really do it it could be useful to limit network calls
but at the same time its so much work because i need to find all of the empty gameobjects
and parent all of them (which is easy)
Wait
if i make it like that
in theory i can just update the single transform
and not all of them?
Yes
if (o.GetComponents<Component>() is [Transform])
// empty
The problem is that this would work but at the same time it doesn't
every schematic is a prefab
so i would need to find all of the empty ones
Yeah
Recursively iterate through the transforms and do this
Or
root.GetComponentsInChildren<Transform>()
But transform means everything will get double of that
so double primitive
so i should do a foreach excluding the one with a specific component
this will be the best morning
ever
What
is [Transform] checks if the only component returned by GetComponents is a transform
Pattern matching go brrr
Can't join vc rn, maybe in a few hours
nah im staying here just because none is in the other
waiting for someone lol
Sorry but i cant join
don't worry :3
ok yea i think parenting is out of the window
it breaks EVERYTHING
im gonna be honest i cannot even explain why or how
but it does that
Check log
How i can spawn some props?
such as box, pipes ecc....
get the prefab
NetworkClient.prefabs
or smth
How
foreach (var prefab in NetworkClient.prefabs)
{}
and then find ur prefab
you can log and see every prefab
Anybody know how to introduce a "KeycardLevels" variable, im making a custom keycard.
On mobile
KeycardItem.CreateCustomKeycardMetal(target, "Lead Gaurd Keycard", target.Nickname, "Lead Gaurd Card", permissions:[Needs a variable of type "Keycard levels" that I cant find the constructor for] )
Is it an enum
Reference Assembly-CSharp.dll
from SL
Oh ye that
Is it a bird
eve...
nuh uh
Day after day I hate myself more for not making an SL plugin template
Still issue
Still your issue
Steal
I just copy my dll
U want?
I have it
but for VS
not sure if it works for rider
Ok but still, what is the constructor? Cause i cant assign a variable type unless I can do [new KeycardLevel(SomeImportantShitHere)]
Bruh
how often do u make plugins where u need a template
Is it newest sdk csproj style
Or still like 2003
Not that often, just better to share with others so they don't have to go through the pain
new KeycardLevels(0, 0, 0)
New
or smth
ah
Wasn't showing up for me earlier. Thanks!
Does it include publicizing
But I had to make LTSL_REFS instead of SL_REFS cause sl refs is used by labapi and I change the dlls there a lot
Nope as u see
no
But if we make plugin templates on github
we can add it there
its like that one nuget no?
Or whatever
You can just remove the close and new properties stuff
You know you can define props in the csproj and not an env var
I don't wanna see that in the csproj
I copied labapi csproj
<PropertyGroup/><PropertyGroup> lel
Bruh
Wouldnt I have to change the path in every plugin csproj then..?
You can keep the properties and env var
you can include either a .prop.user or from env
Probably better to set AssemblySearchPaths though
Me when .NET doesn't automatically import Directory.Build.props.user
One day we'll have source-generated commands
I hate ICommand
Using ENV if dont have the user file
False
How would you imagine them
Meanwhile everyone having the env var named differently
like the syntax for a command
Not my issue
Can edit it
It's very low-level and boilerplate-y
I worked 3 years on my command system but it's not the best fit for all use cases
A source generator is lightweight and would make it much simpler to avoid having to implement every prop yourself
I like the attribute approach more
Also things like player-only checks and min arguments and argument parsing overall
You gotta have the same shi over and over
I did it, but how can I keep a prop in a specific room? I used the position, but the position always changes...
.
room.Transform.TransformPoint(offset)
Also rotate it by the room's rotation
Imagine if you declared string Execute(ItemType item, int count, IEnumerable<Player> players) and it would just work
Just an example
oh thats what u mean
that would be neat but like
Yeah that would be cool
Ofc if you do it via reflection or something
I did some diabolical things
I wanted to make a reflection-based parser
Decided not to
reflection or have a Command<T>, Command<T1, T2>, Command<T1, T2, T3>
I'm NOT defining all those types
skull
wdym
u have an Execute(T), Execute(T1, T2)
then similar to how mirror has Writer<T> you could do like Parser<T>
But you need to call that method
what about it
Execute(_runner)
im not saying this is a good approach
Am I stupid
So yeah then you have to re-declare the parsing from arraysegment and calling every time
Also I would use Spans :3
well for each Command<T, ..> you'd have to
Who's you spanning
if thats what u mean
do i add to secret api a command parser 
reflection is prob the best approach tho ngl
can you disable certain props not to be spawned?
could cache the method or do something like that to make it faster
if u want!!!
idk
this is gonna be annoying to figure out
@upper vapor mind if i steal parts of ur code
PD2
holy shit that was fast
because therees fuck all
still
what part
Thanks for inspiration gif
i don't even have a parser really
what do you even use instead
tuple or struct
i can just say return "Success"; or return "!Failure";
mhmm
shit like that
okay well
if you do
bitwise operators
it just performs operations on corresponding bits
so if you do
101 & 100 = 100
111 & 000 = 000
111 & 111 = 111
since flags are represented by just setting a bit to true
we basically do:
101 & 001 = 001
but if it was 100, 100 & 001 = 000 (doesn't equal 001)
does that make sense
read it again 
truth tables my beloved
am i understanding that the (bit & bit) == intendedresult just disables the bits that dont match, and leaves the ones intende in tact and then checks if it matches
idk if that makes sense
like just switches the stuff u dont want to check off and then checks the ==
Me when i just open online c# compile and set my values three
There
& and | is a boolean operator
Or whatever the name
bitwise and, bitwise or
Bitwise ye
"bitwise and bitwise, okay, or what?"
yeah something like this
if both 1, you get one
repeat for each bit
yea basically
if it helps
oki doki
now the question is if you can figure out how to "add/remove" flags
List<bool> BitwiseAnd(List<bool> firstInt, List<bool> secondInt)
{
List<bool> result = new(32);
for (int i = 0; i < 32; i++)
{
bool f = firstInt[i];
bool s = secondInt[i];
result.Add(f && s);
}
}
obviously its a lot faster than this but
if u think of an int as a list of bools
for bitwise or replace && with ||
~ |=
or smth
almost
&= ~
i mean you can just check NW code 
i checked my own code
oh lmao
the premise is basically the same
you take each bit that either of the values have as 1
0010 | 0100 = 0110
for removing you flip the flag bits and & it
when cola nerf
im making it official to ruin 207 forever
dw, NW has already tried nerfing the speed
they got severe backlash from the community
go ahead and see
or just use the destroying door event and see if it has a player or smth
just patch BreakableDoor.ServerDamage?
ye
issues tab: haiiiii
so many issues there and internally that i donโt think they will be viewed for a whileโฆ
at david :3
i pinged david to add syncing client side mutes to the server and they ignored meโฆ

Is it possible to trigger an aniamtion of the item using without causing the item to give you the effect?
yes...
with a patch!

