#plugins-dev-chat
1 messages · Page 204 of 1
you can do it to "import" things from a namespace into the current one but that's considered bad
like if you have a type such as std::cout
you can do using namespace std; so that you can just use cout
character out my beloved
ya cuz uhhh its a lot less clear what you mean right
like in C# you can do using Logger = LabApi.Console.Logger; or whatever the namespace was
using namespace boost;
in C++ you use it for aliases
less clear and you can get conflicts
because if the current namespace also has a type named cout you're boned
better to be explicit and use std::cout
i see
you won't pollute things
my main expectation was the clarification of it
cuz obviously theres a lot of variants of certain things like
Holy size
Update
yeah it's GetTicketForWebApiResponse_t
Update is horrifying as a name if theres no context
holds an auth key
what the flip?
can we kill you
why
this is Steam not me
also
im saying it regardless
anyway
uh
ive asked before and ive fully forgotten
what the fuck is class vs struct

in C++, they're the exact same
Ye that because sometimes the ticket can be long af
except one thing: class uses private access by default
struct uses public by default
for its members
in C# iirc class is heap allocated and struct is stack allocated
alongside some other things
isnt there exceptions to that
which is why im always so confused on it
guh
but what I said is also correct
im so confused
You can send struct to c++ from c#
I did that many times
as in calling C++ code with a C# struct
And same as backwards
yeah easier to marshall types between managed and unmanaged code using structs
Ye
words too big
Eve doing side quests instead of learning source gen
heh
YOU do it
i hate it already
i want to cry
Good
YOU
Also nice i didn't know that
ill give u 5 cents to do it for me
no
David isn't it bedtime 
But the modifers being the same until you write the new one is crazy for me 😭
what
it's pretty cool
im confused
It absolutely is
instead of placing the access specifiers on every member
I just want to confuse eve
you just tell the compiler that the next members are public/protected/private
david
by using public:
i hate you
i see
c++ developers reinventing the 5th way to do 1 thing
you can just add the modifier still right
you have to use that way?
yep
also nice when I have macros for conditional access
Just make everything public what would be disasterious
you can if you want, your API's just gonna be shit
I only expose what I must
i love macros
what the fuck
this makes my code public within my module, and protected for other modules
so any file in my module can access that code
but files in another module (someone else's code) cannot
?
yes
Basically internal in c#
...
so we make do
what the fuck
C++ devs make do
I would send an article to you but that would be a not good link 
if I wanted to traumatize you I'd get into move semantics
this is where we send eve btw
no
teach me everything
i totally didnt abstract it away
id never
ok but like
what the fuck
i hate my code
it needs like
serious improvements
but its also
source gen so like
what the hell
Teach you C++? I cant write one
i meant source gen
I dont know how scr gen works
Despite writing 2
I use string builder and strings
I dont give a shit about performance on generator
Make it work and if its good then update until good enough
namespace SecretAPI.Examples.Commands
{
using System.CodeDom.Compiler;
using System;
using System.Linq;
using System.Collections.Generic;
using CommandSystem;
using SecretAPI.Features.Commands;
using SecretAPI.Features.Commands.Validators;
[GeneratedCode("SecretAPI.CodeGeneration", "1.0.0")]
partial class ExampleExplodeCommand
{
public override bool Execute(ArraySegment<string> arguments, ICommandSender sender, out string response)
{
if (arguments.Any())
{
if (CheckSubCommand(arguments.First(), out CustomCommand? subCommand))
{
bool checkSubCommandResult = subCommand.Execute(arguments, sender, out response);
return checkSubCommandResult;
}
}
CommandResult? result = null;
{
}
}
}
}
thats source gened btw
um
ignore the fact that yk
theres a block for 0 reason after result define
idk why
ok i found out why
anyway
um
im so confused
Have fun
ok like
reading all this like
month or 3 or wtv later
what the fuck
is any of this
you can do better than that /s
its not even slightly done

Right fellas, afk plugin is there a good one as everyone ive seen is either outdated or dont work sometimes unless the NW built in afk system has magically become usable?
solution
get your own dev to make it
actually ur asking here so you prob dont have one
uh
yea ur cooked
£6.99 I'll make a MARM clone
What
I've done like 50k add and 50k negative before
nope
moved code if registered with git properly won't mark as negatives or additions
mine was hand written changes
removed outdated code and replaced with the new
Meme SCP's AFK Plugin
oh
i am my own dev i just cant be arsed lmao
would have asked in serverhost chat
a far few plugins for my server and freyas fortress were done by me
hey does anybody know where i can turn visual warns in ced mod
like it will appear to a player that he was warned
afaik you cant
minor deletions (wiped half the codebase)
also this is a draft PR at my work that I havent finished heh
probs gonna be a few thousand more additions
Errm, what
Player from endpoint ||blah blah bleh|| failed to preauthenticate: Method not found: void LiteNetLib.Utils.NetDataWriter.Put(string)
Update Cedmod if you have it
?
😅
ObjectiveCompletedBaseEventArgs which on are the tickets i forgot how they were named in the code tbh
always called them tickets
struct doesn't "allocate" memory unless you store it in a class
imagine if you had to garbage collect every Vector3 ever created
r/ihadastroke
sentence
ObjectiveCompletedBaseEventArgs
should give you the tickets?
because those are the thing to allow to spawn
what is the name of the tickets in Code?
wdym
there's tokens and influence
tokens = how many respawns
influence required to get more tokens
can i calculate how many tokens a player has done with their influence?
crazy
wdym?
The player tho completes the objective
SL is a team-based game, as crazy as it sounds
yes
bro im like so cooked and i need to do a commission
so im trying to understand this system
myself
ok but there's ANY place where in the server is seen the tickets?
from there i can search where it gets set
RespawnTokens
amazing
Uh yea count it in a dictionary
i saw
There are milestones for each token
im checking with the dude because tbh
i think he didn't realize this system how it was
There are any core breaking changes in 14.2.6? I was sleeping for a while and just woke up and got this in dms
and some kinda limbo stuff when every player on the server cant do anything with everything

i hate no clue what's going on here
hate
have
oh
Where should I report a bug? I found something that seems to be a bug
Labapis github repo and open a issue
!bugreport
ok
thats not a command apparently
!bug
@mild ice pls fix

is there an eta of pushing a fix for it? some servers heavily rely on custom maps outside bounds
There is a fix for it already, don't know when.
aight
guh
Hey does anybody know a good plugin for custom items ?
🙏
guh
where your custom items
nuh uh
pov make your own 
its fun learning :3
heyy, anyone have a patch for the IsInDarkenedRoom issue (when a player isnt in a room) ?
nvm, I've patched TryGetRoom by setting a default room value, seems to work
waiting for the nw patch 🥲
just make a wrapper for getting a player room temporarily that is a try catch block for NullReferenceExceptiom
Just link to the channel 
but
yo wassup chat how do we remove bad decision taken by nw called guns makes you slower because why not
labapi
movementboost
how tf do i calculate the counter
look at the modules

but yeah
not the easiest to work around, though it's not a hard cap unlike the micro
pov just don't make bad changes
tell that to those who added this
at gd
Oh
Plastic broke and the inner spring jumped out 😭
well yeah, it's not summer
then it would cost 100000x more
I would pay 3x more if it gonna last 10 more years
*2
i fucking hate this
every "fix" update breaks everything and this time is schematics
Sorry for not having 500 million schematics in normal playtru
you replaced rare bugs with common ones now
its not just schematics
theres just problems with the void now
Fix is on the way anyway
that makes them broken
yay
I couldnt catch it early cus I was waiting for release day too to update my stuff
True, we will know it isn't NW if nothing breaks in an update
like they could've been taken over by skinwalkers
rebuilding scpsl in source 2
soon
S&Box

either s&box or i'll wait for HL3 multiplayer sdk
i'm joking i don't think i have the time to rebuild a very system heavy game same as SL in source 2.
Rebuild SL in Unreal Engine
Already on that
Won't be 1:1 SL although I want a Breach gamemode, which will be just like SL
Modders will be able to make whatever gamemode they want
i couldn't figure that out yet
but i'll do soon
scale is also fucked up i did manage to import HCZ pipe room to S&box but i couldn't figure out the materials back then now maybe i can get a room done
There was an implicit cast to whatever COBOL uses for numbers
The only thing cobol is ever useful for
We know
💀
Do I need to raise it in labapi's issues?
Nope its already there as a bug report or something
oh, i see it
Jun 12, 2025
Try to fix both bugs at the same time challenge (impossible)
👀
Is the ev.Player under the OnLeft event intentionally null sometimes?
yeah
there's no OnLeaving event
:/
btw, did someone patch the TryRaycastRoom method because of the NW skill issue ?
client sided too, patch is on the way
🙏
IIRC it is when they leave before fully auth
Hello does anybody know any good plugin for custom roles? Example you have 30% chance to spawn as capitan but with diffrent loadout
UCR or making your own
i forget about simple custom roles
holy fraud

i never tried to use it because i hate yml
well
role wrapper will save my ass for patching stuff and will update SCR to be support yaml + c# stuff
👍
but ye ucr is great to or i heard
uncomplicated is very complicated
simple is very unsimple

nothing is true in this world
its not THAT complicated
I should name the rewrite to be "HardRoles"
your custom roles is more complicated than both of them
I did in fact patch that (for EXILED
)
i mean YEAH you have to put 400 things for the role to actually be there but
it works 😁
shouldn't be, are you struggling with making footprints in OnLeft?
where i can find ucr
yeah but i don't have to implement a billion interface properties
HAHAHAHAHAA
what u laughing about
I saw it but didnt work very well, my patch was better and simpler.
I mean serverside, its fine, but clientside, there's full error in the console (with your patch its like 10000 exceptions per second, with mine its like 100 exceptions per second), and because there's a lot of errors per second, the client crash (no inventory, no esc menu, etc)
I hate to break it to you, but you cant patch the client, I made TryRaycastRoom work server side, but we're gonna have to wait for a client side fix
Yep i know
But your patch is very complicated for nothing
I mean, the patch wont patch once the method gets fixed, that was part of the "complication"
I also used ListPools because that's standard for Exiled (helps the C# garbage collector)
anyways, what's your patch?
Yes it does basically nothing
do you have some sort of source at least proving that?
because inuitively it would make sense that not having 100 list heap allocations when the server starts would probably help with performance
¯_(ツ)_/¯
The keyword is starts
It has basically no impact on runtime performance
Makes the code uglier and also generates a state machine
You're still allocating an enumerator
it's still more performant than CodeMatcher at minimum, and I personally do care about the startup performance
Okay
Is startup 10ms faster with a listpool?
Or what's the difference
(Compared to doing the same thing with ToList)
Cuz compared to code matcher I get it
dont know, Yamato tried testing it but the startup times for Exiled.Events were highly variable
because the performance over a long time might be better? That's my reason at least
I never understood listpool in transpilers lol, codematcher is so much easier to read for the same performance
Um
I don't get it
like, it might not be obvious if listpool helps, but it likely does, and that's enough for me
But it helps... nothing
so like what, you want me to go do the test yamato did like 100 times, then compare performance statistically just to say that listpools probably help like 1-5% on average 😭
also opinions @icy knoll #1339704289291141130 message
I guess
But how are you gonna measure that
Accurately
That doesn't count GC time
just really time consuming to set up
lumi on LoA
didn't know what to say
ok but shes in chat
well I guess we can log what's in the GC before and after right?
getting on my flight v soon
isnt there a static class and stuff for all that?
When though
I don't think .NET lets you inspect GC events
You could do that with a profiler 
I use .ToList and dont care about it since its only 1 time
use FrozenList
fair enough then
Wait until you get the development build 
(Probably not happening in the near future sadly)
(Maybe not even in the far future)
Can I get the server rank for someone who isnt online using their userid?
havent really found how that gets populated on online players so not sure where that info comes from atm
maybe GC.CollectionCount but idk
or GC.GetTotalMemory if its work
count can be work
That's not an event
oh yeah
Who knows what this means?
No handler is registered for encrypted channel RemoteAdmin (client).```
I call commands like this so that they can be called through Discord
```cs
Server.RunCommand($"/{commandRequest.Command}", Server.Host.ReferenceHub.queryProcessor._sender);
i did on Exiled
try GameCore.Console.Singleton.TypeCommand
it's what Exiled uses
Not purely plugin related but does anyone have a link to a docker image and an egg for SL
First time using pterodactyl since I'm trying something out
I don't think I've seen a recent one when I've looked for them. Most are 2+ years old. This looks to be the most "official" one, but I cannot guarantee anything https://github.com/pterodactyl/game-eggs/tree/main/scpsl
Thank y'all
Hello I've got a question about UCR. When creating new custom role do i create next file or just write down everything in one
because of how janky scpdiscord is, when I had to run it I ended up making a .net 8 docker image with supervisord to have a single container with a service manager running all the bots
To not have 20 separate containers with scpdiscord and to allow restarting the bots without the whole server
I mean it'd be nice to return the builder to the pool but it's not even stored or used...
wow
massive bug
cant believe NW didnt QA test this
how do they overlook such an easy to see bug!!!?!?!?!?
literally ruining my game
im crying cuz of it

well instantiating and keeping a stringbuilder every second of anyone looking into that RA section isn't great
ok but like
report it on github instead of implying NW is brainless for it 😭
it GENUINELY
is not that big a deal
also
isnt that client side anyway
so itd only be every second for one player
maybe not idk if its client side
but like

bigger problems in that world than a stringbuilder not being returned to pool
nah, it's serverside
i also cant see where that is cuz RaWaveDisplay is empty other than a Text field
ok then give the class
😭
so if you don't restart a server once in a while, you get a memory leak
No shit
no?
Windows have memory leaks too
RemoteAdmin.Communication.RaTeamStatus
StringBuilder isnt permanent 😭
ok it rents it but its never used anyway
so yes it instaniates a stringbuilder, but its also
disposed of because its not a permanent object
isn't pool's purpose to prevent these GC collections?
it would be if it was in the pool
cuz then the object is still around
but like
you get the pool
and then its never used
so why would dotnet be like "mmm yes lets keep it"
but yes they should remove the line because its worse for performance
GatherData gradually takes everything that was in the pool and continues creating instances further, which will have to be collected by gc
not because of memory, but because itll remove a pooled object for no reason, meaning it has to instaniate a new one eventually for the pool
but
i dont think a memory leak would occur anyway
yeah, I was wrong with that memory leak wording
rather defeating the value of the pool in the first place
Not like you have bigger problem than just calling renting for no reason tbh
Also not like you made mistakes while you coding
But yes this renting isnt needed
I do make mistakes but they don't affect others and it doesn't take me weeks or months to get a fix out
hinting about TryRaycastRoom clientside bug btw 👀
yea they dont affect others cuz u dont do stuff for others 😭
SL is a public free game ofc issues will affect people 😭
make a game and make it without a single bug
That's why SL has QA 🫣
Fix already made, and as I said dont know when will be released
Ah yes QA have MER with trillions of rooms in void and exiled too just for the funs
where they can test every issue in every environment
Although such thing was caused by pure oversight, it is not causing any major issue.
There is absolutely no need to go wild over it
Feel free to report it, I'll remove it
I will add it back calling every frame
i like how QA is expected to test every single scenario in the world
Renting 2048 * 2048 length of string
like thats what players do by accident 😭
I also like how most of reports now are just purely visual bugs that normal gameplay you aint see or you just look over it
I would agree if hotfixes were released regularly
then become QA and test every single possibility of a change

i mean EVERY possibility
Do they accept into the team?
i believe so
damn
😢
QA apps where opened internally wehn there was api maintainer pos
Is the fix approved or is it waiting for QA to pick it up?
approved
Hello I've got a question about UCR. When creating new custom role do i create next file or just write down everything in one
New file
What does UCR use for its doc website
been looking for a good one to use for my modding framework
Gitbook
ty
github wikis 
thx
Just need something that's gonna be good enough
I'll probably hire a web dev to make a custom one in the future anyway
aight
the gamemodes will be open source 
I think i'm gonna try to go for a more modern version of this https://gmodwiki.com/
I feel like you can just find some open source self hosting option on github
there is like billion of them
Most of the ones I've seen so far don't really fit what I'm going for
They're good for explanations but not really documenting a modding API
Functions and all
so something like c++ reference?
The modding API is gonna be Luau
I mean in style of
ye
Ehhh a lot more modern
the gmod wiki is a good base for what i'm going for
or even the roblox api docs, they're pretty cool
Especially since I'll have APIs that are either clientside, serverside, or both
Modders will need to be able to see that pretty easily
prefix
tbh you prob could a self-made api docs , like exposting into correct format
Not much of a web dev, especially frontend
I can do backend but that's about it heh
i was gonna say attributes but idk if you can even use that
in C# i mostly seen this kind of API docs:
I think I'll have to write the docs manually with how I expose functions
There's no reflection, it's all hand written
Yeah I've seen these but it needs to be a little more friendly
Those are mostly autogenerated it seems
yup
API stuff usually auto generated and actual docs are hand written
I'll probably handwrite the API
But I do want some collaboration on articles, just like the gmod wiki
Eh cross that bridge when I get there, not anytime soon
For the prototype and the modders that are waiting to have a go I'll just use some very simple docs
I'll also have to export the data that's needed by the LSP for autocompletion in VSCode heh
I read about CSGO/CS2's gamestate integration, and I find it very interesting. Ofc this will never happen but it seems to be a secure way to add client side modding to games generally designed to be unmoddable
Basically it sets up a local server and your CS client sends messages to the local server when stuff happens, like getting a kill or your HP being updated
I never used such a thing tbh
external apps can basically subscribe to events using this
i know map scripting exist but thats all I know
gamestate integration isnt exactly client side modding but it opens up the possibility for some client features
like?
it's what Medal uses to detect when you get a kill, die, or get an assist
and other apps use it to create a custom soundtrack
because it exposes info about the bomb, the round, your health, etc
thats wierd
even from cs
like i get creating soundtrack but not for private use only
Tbh there's nothing dangerous about clientside modding if you sandbox it properly
Its a niche feature
Luau removes the dangerous OS libs
me when i not sandbox stuff
and this type of modding is less "modding" but more just letting apps listen to events on the client side
no playground for the kids
i dont think you can even in C# other than do what S&Box did
and I think gamestate integration-like system for SL would be nice
Yeah I wanted to go with C# originally buuuuut it's a pain in the ass
Luau integrates easily and I don't have to worry about clientside scripts as long as I don't expose stuff I shouldn't
literally whitelist / blacklisting certain namespace or using assemblies
Mods will be able to read/write files but to a virtual filesystem, so I'll have complete control over which paths they have access to
Of course it is a lot of work and its probably not gonna be added
disable implicit frameowrk references
give your own libs
boom
-# 
exactly
CBlind
C♭
I'm even giving mods access to HTTP requests 
But requests can't be to localhost by default, or any private network really
wdym
And wdym its weird even for cs
make sure http requests are mandatory SSL connection too
modifying my router to route 1.2.3.4 back to 192.168.0.100

Won't work because it'll resolve the host first :p
huh
even then if you manage to do that, you probably know what you're doing (and there will be a launch argument to allow local http requests, but you'll be met with a nice popup on game launch that cannot be skipped)
I meant i get the others but not the soundtrack
before doing the request it'll take whatever host you give it and resolve it, via dns
okay okay, smart
wrong one
gmod doesn't allow clients to do local requests period, the sole dev on it refuses to allow that even with a launch argument and a popup 
so do you block IP input, and allow hostnames only?
its for music kits
what if when you send the request it accepts as real dns but internally resolved as local
p sure ip inputs are fine, I can just do the local network checks on that without resolving
wdym
Gmod mentioned

I clicked what the csgo state integration was and jumpscared by anime girl
It resolves your hostname to the destination IP, idk how you'd deceive that lol
hooking to sendto or curl send or winhttp send
That'd be outside of the game right?
btw this seems good
ye? i think so
Not my problem then, either you're trying to bypass the limitation when there's a launch arg (lol why?) or your PC is already compromised and you can't blame me for that
Yea, i was surprised CS had that level of modding allowed
not my problem still
im not gonna prevent some good modding because of "muh security" when it doesn't make sense
I think that a basic way to read game state info from the client externally should be in all games, instead of trying to read memory with cheating software
it makes peripherals easier to make as well without needing to mod the game
and like i linked earlier, sound tracks
tbh looks good but idk if will ever be done, or idk.
Feel free to propose something similar in labapi i guess? i dont promise anything
what does soundtrack do?
tracks sound
Are lab api maintainers allowed to modify client?
we have full source access
obv everything has be to approved
Real programmers commit directly to master
protected branch :(
That's what Big Branch Protection wants you to believe
This obviously implies that only programming leads are the real programmers
@tulip kiln @static meteor update is here
saw these 018's
Does anybody know how i can turn off the setting for custom nickname and custom badge. Just write down nothing?
Uhhh there are some sync flags you can set via code
explain more
Ask UCR
This is a dev chat
aklr
OMG SLIME BOY
Hi
Btw @restive turret I checked and gmod allows direct ips for http requests
figured since I don't see the issue with that tbh
Is it https or just http
Lol
doubt it's a problem, it'd be dumb for mods to use it over https but not necessarily detrimental to the player
yeah
but i also was trying to do it for numpad9
which is Keypad9
i tried Alpha9 as an alternative.
9 did Tab for some reason
wait is 10 the 9 number key
no
i typed "cmdbind 10 .overwatch"
and it worked
for keybind 10 which doenst exist
its 57
there was a github thing with all of the values
None = 0,
Backspace = 8,
Tab = 9,
Clear = 12, // 0x0000000C
Return = 13, // 0x0000000D
...
Alpha5 = 53, // 0x00000035
Alpha6 = 54, // 0x00000036
Alpha7 = 55, // 0x00000037
Alpha8 = 56, // 0x00000038
Alpha9 = 57, // 0x00000039
Colon = 58, // 0x0000003A
...
ah thank you
i already knew... just didnt know we were counting as numbers, i was thinking the physical keycode
Last I tried it did not lol
Tried all variations of Insert when cmdbinding even from the keycode docs and no luck
Ended up relying on the github gist
Womp
I dont recommend using cmdbindings anymore
First of all we have Server Specific Settings now
And second, cmdbindings is obsolete and may be removed in future
Well you still need it for base game commands
So for that we would need a macro system of some sort
A zombie dcer's favourite tool
🔥
Dont worry Ax
-# companies try not to push ai everywhere challenge
Rider has enough AI shit to feed you for entire life
It's called
Disable inline completion

Really
you can do it yea
And that just works?
Crazy move from microfost
and half gigabyte of space
Gahdayum
it bundles an entire version of nodejs lol
😭
Did you even click the link
ye it went to CMake support
obv thats what needed
That's not the section I linked
Next 2.2027 world update :
AI Integrated Humans ! AI You can talk to !
Oh
Well I guess integrated unity profiler is good
Drake laptop
ye the cmake supprot is good too
I need to disable embeds cuz ppl just check the embed and give up
i already given up what you sending me
make it to C
I'm not even sending you anything in particular 😭
i know
Is it possible somehow to make a ConnectQueue plugin after the preauth update?
ConcurrentQueue

You can do that without main thread
just delay the connection
or use another server as the queue
Just to clarify I can't use broadcast and hints on that player etc
yeah, you shouldn't
but as eve said
MainThreadDispatcher
wait
what player are you talking about
at preauth time
Like
I'm joining the server
It's full
The plugin freeze me at preauth
And while I'm there
Can I display hints for myself
I hope you got it xd
this may be a stupid question but isn't preauth in the loading screen?
No
It's black screen
Or no?
I used #1399842165974372394 but I want to make my own
And idk after update is it possible
Alr thanks
np
I will give it a try xd
It seems to conflict with **AntiSCP207 **effect
huh
when a player uses CreateAhpProcess, anti207 effect prevents the player's shield from being consumed
like godmode
lol that might be the same issue we getting @warped prairie
💀
tho i have custom items adding more AHP Processes when they shoot someone
epic
how do we even fix that lol
idunno
Has this bug already been documented? Or should I submit an issue?
idk
Wdym?
After CreateAhpProcess grants an AHP to a player, if the player has the Anti207 effect, the player's AHP will not be consumed, but will still reduce damage
My test code
Is damage resist from multiple effects additive or multiplicative? I.e. AHP + Damage Resistance Effect + Heavy Armor
multiplicative
mods
@thorn escarp ^ mister beats
mister beats who
You just keep missing the opportunity
so fucking sad
they get auto deleted by gov so fast
they don't want us to know the truth
it's true
The first time this feature blocked an actual spammer
Are we getting clientside modding for april fools
Even better... an actual april fools update
Leveling system change, if you have any feedback please put it in #1488714816897024051!
back to anomaly 
you have been contained
and any help? https://github.com/northwood-studios/LabAPI/issues/382
how would i go by tracking stats per player? i want to make my own XP system, and im not sure how i can do so
Your need a database and subscribe to events you want to give xp
i will look into that
And make sure you dont process anything if the player is dnt
f
So you're not a fool today?
Do you see any exception
Haven't caught one in this block yet
I saw no exception
Everything's really fine 
but it should be fixed now
Have you updated your server
Yeah that's why i'm confused
I think @modern lark did, but i'm not sure, you're probably right, i didnt think of that, thanks 🙏
https://github.com/northwood-studios/LabAPI/issues/383
https://github.com/northwood-studios/LabAPI/issues/215
still not fixed
Before You Report I have searched for existing reports of this bug, and this bug report is unique. Version 1.1.6 Description Painkillers can be used while not waiting through the whole animation by...
does anyone know this plugin? Its like the summary of the all statistic thru the round
Hey so i recently had an idea for a plugin but im not sure if it’s even possible. The main idea is to implement sphere walking into sl







