#plugins-dev-chat
1 messages ยท Page 210 of 1
Prob before my time 
Three quads btw
is it possible to increase 096's rage time ?
Tried everything with Scp096RageManager and ServerIncreaseDuration or :
scp096target.TotalRageTime = 999999f;
scp096target.EnragedTimeLeft = 999999f;
scp096target._enragedTimeLeft = 999999f;
Isnt it like a const?
Irrc its calculated based on the amount of targets
One is, but I don't know which value can be modified / if it's synced with client

i tried implementing it on MeowEditor
but its a bit complex
but i'm trying
it semi works
i have supported but i dont have claim

the whole call was a fever dream
Hubert opening up the basement he left Narlor in when he needed him to record new lines for Decontamination:
he doesn't know...

I thought the bot got self-aware for a second there
This is the part where he kill us
-giant text- This is the part where he kill you
-achievement pop up- This is the part where he kill you
XDDDD
Hello, this is the part where I kill you
this is the part where i fork the parent and kill all children
"The right man in the wrong place can make all the difference in the world. So, wake up, Mister Freeman."
The Part Where He Kills You
Is it possible to remove the armor that SCP-127 wears?
harmony patch it out
or somehting
The gun casing?
you mean the hume shield?
No
127 dosent add any armor to the player afaik
it adds HS
I was abt to ask if 127 has armor
he just said it's not the hume shield
then what
if it's abt the model, pretty sure you can't, and I don't really know what you mean by remove the armor that SCP-127 wears
yeah same question
127 doesnt magicly give you high armor
this
You cant change the model at all its client side besides the level
Thats HumeShield
that's the hume shield
oo okay
lemme get where you need to patch it
I didn't know, thank you
dw dw
I have a patch
HsMax
public static class HumeShieldPatches
{
[HarmonyPatch("HsMax", MethodType.Getter)]
public static void Postfix(Scp127HumeModule __instance, ref float __result)
{
if (__instance is null || __instance.Item is null)
return;
Don't use pattern matching is with Unity objects
Its old and I didn't feel like fixing it rn
public class Scp127HumeModule : ModuleBase, IHumeShieldProvider
{
...
public float HsMax
{
get
{
Scp127Tier tierForItem = Scp127TierManagerModule.GetTierForItem(base.Item);
AhpStat module = base.Item.Owner.playerStats.GetModule<AhpStat>();
MaxHumeTierPair[] maxPerTier = _maxPerTier;
for (int i = 0; i < maxPerTier.Length; i++)
{
MaxHumeTierPair maxHumeTierPair = maxPerTier[i];
if (maxHumeTierPair.Tier == tierForItem)
{
return Mathf.Max(0f, maxHumeTierPair.MaxShield - module.CurValue);
}
}
return 0f;
}
}
...
}
the og code if you want to give it a look @worn burrow
Don't give people bad code 
okay thaks
How bad it actually is? I remember when I started doing plugins the guy who was helping me said to never use it
Never questioned why
Bypasses Unity's lifetime checks
So while it might not be null, the underlying resource might be invalid
Also this is called every frame iirc so you'll want it to be as fast as possible
[HarmonyPatch(typeof(Scp127HumeModule), nameof(Scp127HumeModule.HsMax), MethodType.Getter)]
internal class Scp127HumeModule_HsMax
{
internal static bool Prefix(Scp127HumeModule __instance, ref float __result)
{
__result = 0;
return false;
}
}
You know what's slow? Exceptions 
I mean if you're setting it to a constant value and speed is a concern just make a transpiler
returning a value of 0 is stupid simple
I mean ye
We have a special code inside it
also smh int to float implicit conversion
I just temoved it
if i did !__instance, would it be better or no?
It should butufullly fix by compiler
Last time i saw it set to 0 float value
yes
it does it's just mildly irritating

Then you didn't seen me using Decimals in many places
A new hubert gif to add to my collection

am I tripping? ๐ญ
or you guys are just trolling
๐ญ
Yes
Uh ezgif moment
You should upgrade to T3

And next and next
Goddammit
I mean 62 (12USD) of my currency is actually feasible, I thought it was ~100 (around 20 USD)
When 15.0 release i gonna release a star wars intro what did i fixed in 15.0
that will be wild
you convinced me
David already can't comprehend
3000 bug fixes
Me?
yes
.
been my name since ive started using discord

Best feature
did you guys on the current public release updated mirror?
nvm my skill issue
(-161.25, 0.00, 236.97)
Is there anything special here for the client? because I'm trying fixing meownet, but I always get teleported by the client to these coordinates
Lack if waypoints?
there's a waypoint just the player isn't inside of it
Teleport the player then
i tried but doesn't move at all
and i know it exist because i can see the bounds
Position out of range for compression: (-289.25, 101.27, 364.97)
I got my answer
hmmm
Hmm should i spawn a Waypoint in that position and then teleport the player?
public void SetPosition(Client client, Vector3 position)
{
if (!TryCompressVector3(position, out short x, out short y, out short z))
{
MeowLogger.Warn($"Position out of range for compression: {position}");
return;
}
NetworkWriter wr = new NetworkWriter();
wr.WriteUShort(NetworkMessages.FpcPositionOverrideMessage);
wr.WriteByte(SpawnPosition.WaypointToy.WaypointId);
wr.WriteShort(x);
wr.WriteShort(y);
wr.WriteShort(z);
client.SendMirrorData(wr);
}
private const float Accuracy = 256f;
private static bool TryCompressPosition(float pos, out short compressed)
{
float scaled = pos * Accuracy;
if (scaled < short.MinValue)
{
compressed = short.MinValue;
return false;
}
if (scaled > short.MaxValue)
{
compressed = short.MaxValue;
return false;
}
compressed = (short)scaled;
return true;
}
private static bool TryCompressVector3(Vector3 position, out short x, out short y, out short z)
{
bool okX = TryCompressPosition(position.x, out x);
bool okY = TryCompressPosition(position.y, out y);
bool okZ = TryCompressPosition(position.z, out z);
return okX && okY && okZ;
}
This is btw the code
Does dummys count in the player count?
I need to fill a localhost server to test something while its full
No
Is there any way to make the server full?
Temporary change the value to use Player count itself and not amount of players on server
?
yo david, do you touch networking?
related side of SL?
Whar
like mirror / lib4net?
Nah not that
but like
i have the proxy and stuff and it works fine
i can intercept and so on
but i'm thinking how i could allow servers to communicate with it?
because i was thinking of sending the player a heavily modified mirror packet and then just intercepting it on the proxy
but if that number gets like used then it would be a problem
because the idea is to have a limbo where i can send players until they move to the server
Which works, but i would want to do the same if for example a player is AFK
it gets sent to a limbo
so i would need a way to communicate
Wdym
I have Server and Proxy
Yeah and
the proxy can read ANY packet the server sends
or player
but i wanna do a system that if the server sends a specific packet maybe it could be catched by the Proxy
so for example Do a certain action to this player
but the problem i think it would be mirror messages and so on
so i'm not sure on how something like that could maybe look
bungeecord for example uses a new entirely different pipeline using some minecraft default stuff which SL doesn't have
because currently i have a ProcessMirrorMessageFromServer
Well you would have to deserialize the messages on proxy?
Yea i deserialize them
some of them are even useful for some info on the server
like cleaning up and so on
and i know when a server sends a message and which
I dont understand
Like, should I even create a fake mirror packet to intercept on the server, or would it be too stupid because the Server might have them?
for example id 0 doesn't exist and tomorrow in an update it exist
because idk if mirror does any validation on the server to check if packets are legit or garbage
because on the client it does
so i suppose on the server too
It does
ok then i'm fucked lol
And disconnects you if its invalid afaik
hmmm
Whenever mirror encounters any issue, it usually disconnects you
i really seriously need to consider because i would want to have a way to communicate between server and proxy
to prevent any further harm
yea
Well then just send the correct ids?
I dont understand what the role of proxy in this
you deserialize
check
do whatever
send it to server?
The proxy acts as a middleman, but in this case its just for receiving info for example the server wants to send someone to another server it creates a payload or something, and the proxy goes "Hmm, ok let me send this user to Server X"
The only way currently would be with a mirror or creating MY own like a websocket system and then connecting
Well then just send it?
but then the server wouldn't disconnect the client?
for the server sending invalid data
Like the server sends info to the client and then from there i can intercept it on the proxy and deny it
i think mirror has some sort of server-side validation before sending them, or only client-side?
There is no validation before sending FROM server
its udp
it just kinda does make the packet and sends it
hmm then that would work
there is validation when receiving data
i just make a plugin send packets and then denies (on the proxy) them with a specific header and so on
you can send to client/server whatever the make up
As long as client accepts it then there is no issue
the client will never recieve it
Imagine this
you are a cool server
and connected to a proxy
i want to say to the proxy "Send this guy to the shadow realm"
that's it
across the road you will find the answers
instead of creating a new pipeline with something else
i wanted to use mirror, intercept specific headers i made up
and then read them on the proxy
but obv the client will never receive them
because then the proxy will do that
i have code on the proxy
That doesnt sounds like proxy then but as some main server then
the only thing is creating the concept for a pipeline allowing the server and proxy to communicate
Does the client connect to the server or the proxy then?
it can act as anything tbh
idk what your doing really
It connects to the proxy and the proxy then redirects him to the server but still has the connection
there's a feature on the server for doing that
your doing like Killers did the SiteLink or however was it called?
trusted_proxies_ip_addresses
Pratically the same
but mine can even simulate server, and so on
the problem wouldn't be that maybe that same number i use could maybe be used in the future by Mirror?
Well the ids are deterministic
so if you use some string that we will in future
yea
Mirror generates the ids from stable hashcode of the (full) message name
I think
i mean i was thinking of just doing smashing my head on the num key
and works
Best id generator
i have the code for that so yea i can
Then the collisions is unlikely
unless you name your messages like GameCore.Whatever.Something.FpcPositionMessage
as we do
i'm probably gonna go for like MeowNet.SendToServer
isnt that like 90% of this chat

Is there a way to remove someone from the Overwatch spectator list?
Apparently removing someone from the regular spectator list isnt enough
ObjectDestroyMessage 
?
just destroy the player for the overwatch player
aha...
Ye make it hidden
IsSpectetable false or something
Apparently removing someone from the regular spectator list isnt enough

krill issue ig
yet to test myself but im getting reports that my npc, which is set to be hidden from the spectator list, returns when a player goes into Overwatch
and then when they click it, they get kicked lmao
i might just fake rename the npc as DO NOT SPECTATE whenever someone goes overwatch and call it solved idk
i dont understand eves solution
Send what the thing is
my solution is to delete the npc from the overwatch pov entirely
destroy their gameobject
they dont exist
thus cannot be spectated
Might be worthy of a big report
the fact that they crashed is from the nature of the npc thats fine
but maybe NW has this Overwatch behaviour intentional so global mods dont have to worry about hidden players? idk
Ah
At first I was like
"This was QA tested btw"

hey, is there a way to prevent a player to drop their items when disconnect ?
sned?
patch iirc
There's a config for that as well, but it also prevents the body from spawning
No exception, player just poofs, disconnected xd
The NPC is a Dedicated Server thingy, so i guess thats why idk
I fixed my issue by fake syncing the NPCs role to Spectator and back on RoleChanging events, tested for Overwatch
i am red now
I never asked for help with the disconnect issue! :v
... sighs..
ofc you having errors with doing stuff with a DS thing
Dummies shouldnt do that anyway
and you can hide them in the Tab too
Yeah its hidden everywhere. And its a DS player so that it specifically isnt a dummy, for my own usage stuff.
Not in player list, RA list, spectator list and also not tallied outside the server as an online player (although i forgot if dummies do that or not)
Bro you just made it
Cant you just...
SSS?
handle player inputs without relying on existing items
i think this specific part
player input
is just SSSS
but yes having a fake item in inventory is the suggestion overall ig
Its about the ability to create custom items just by holding the item. It has nothing to do with Server-Specific items. Especially since SSS items are not very intuitive for new players. Probably i explain badly in the Github issue but SSS can be cool for general custom binding. But not for creating custom items ๐
Well, yes its for the "same purpose" but it uses "native keybinds" instead of creating SSS and new players are like "How to use this ?" when you wanna create a Janitor broom or whatever
how do i know if a player went through a proxy?
like there's any flag i know there's a message in the Console
string text2 = ((IpPassthroughEnabled && TrustedProxies.ContainsKey(request.RemoteEndPoint.Address) && request.Data.TryGetString(out result16)) ? $"{result16} [routed via {request.RemoteEndPoint}]" : request.RemoteEndPoint.ToString());
So custom items suggestion
Found out in preauthentication there's ConnectionRequest so i can use that
Iant there ragdoll debug item?
However still i think its a goos idead
https://zer0twois.strokinit.it/๐/q4ie7v27.png
At nw bring this back
https://zer0twois.strokinit.it/๐/80l8mb9h.png
btw you should fix this lol
nah atp i remove it
NOOOOO!!!
noooo they are fixing the game ๐ญ
Well yea but we can just delete the scene
tweaking rn
https://zer0twois.strokinit.it/๐/ez8w59nr.png
ig i bugged it a little bit
could i make it in any way move the camera hmmm
fuck u
๐ญ
https://zer0twois.strokinit.it/๐/wdwef0gl.png
is this cursed?
before you weren't able to do this for sure
You meant checking when it just pressed or when pressing?
ie: You get received like:
- Action (Left Click for example)
- IsActionDown (via GetActionDown)
- IsAction (via GetAction)
like this or you have other in mind?
you should change your name to santa
huh why
you implement like everything
I just asking cus idk how would I create a great and better description in the internal repo so anyone (me) can implement it
XD
I like doing PoC
Real
tbh I've seen additive scene loading years ago
Ive writed it like a more vanilla like name but yeah
I think detection will be handled by LabAPI events system. So it might be nice to have the KeyCode (WheelUp, WheelDown and clicks) and just a boolean called IsPressed in the eventArgs properties, so for left and right click it will be called 2 two time. I guess ๐
Uh that's not really how would it work
Check the example i sent
Its not that, but just before it crashed the client now they load
So it was funny
GetActionDown and GetActionUp i guess
im not very familiar with unity Input system
im only thinking about the server side hook for this
Uhh i guess so
bro talks in emoji

There is only getaction and + down
Well the idea at the end is to have the same stuff SSKeybind have but on an item that you have in the hand
Actions doesnt work on mouse wheel ? 
Either that or you cant use it via dummy
KeyCode works flawlessly but do you wanna use with dummy? if so, there wont be scrolling
I think u can fake it in DummyAction ?
Like calling the fired method with an forced arg 
KeyCode does not
Oh okayyy
Are there any api changes coming with the pears5 update?
No since you ain't getting server access
Better rephrase:
No, since the pears5 is only be a client build and you can't host your own pears5 server
So is pears just a test for somethings coming in 15.0?
Patreon Early Access Rebalancing Sessions (PEARS) are experimental testing sessions offered to Patreon Supporters. PEARS allows for the development team to experiment with concepts in a prototype state without affecting the development cycle of an upcoming update. Feedback gathered from these sessions will help determine whether these ideas are worth pursuing. With that said, features included in a PEARS are not guaranteed to be implemented into the live game
Literally first thing you see
Or just read the last part
Features included in a PEARS are not guaranteed to be implemented into the live game

Might as well just network models, at that stage, networking individual triangles seems a bit odd
see, someone gets it
lol
check this
lol
peak
Is there even a good reason for not adding them for so long
other than that they aren't a base unity primitive
probably that
but now they cannot say shit they have a tutorial on how to do the model

we are cooked
so 8 years for prim
*at least
is it possible to move and maybe rotate tc01 and hcz test room?
only delete?
Not every room fully deletable anyway and maybe they have leftover objects too
i know, i just wanted to move tc01 to the side and connect some other rooms to it with pmer
but if i cant move it then oh well
Is it possible to change the playerlist display order ?
Like lets say a player joined first, can i somehow put him all the way to the bottom of it ?
No
Can I get keycard's label/serial/nametag from details?
The tutorial video omg 
lol
?
it isnt really neccessary to have there anyway
will be deleted later
or whenever
hasn't that already been deleted
๐ญ๐ญ๐ญ
make pr delete
how does this even happen
jesus were doing things idk
probably wanted to copy readme of the ori place
worked on local
Can anyone tell me if there is a flaw in my logic? I needed to make bounds-like objects in my room schematics, but there is no bounds primitive. I just made non-collidable non-visible cubes which are then placed on the map by ProjectMER. I then try to get the bounds by fetching the cube's collider's bounds. Fetching the collider works just fine and the component exists (I confirmed this by logging everything in LocalAdmin), but the RoomBounds.Contains check never returns true, even if the player is inside of it. Is there anything major regarding this that I've missed?
you can make the collider be trigger and know when they enter or exit the cube
but to actually your isse?
idk
I'll print out the bounds' properties
And see if it's even valid
The bounds' size is 0, 0, 0 bro what is this
I'll have to correct it somehow
yeah try to make collider trigger on schematic
maybe it is something mer does
when object doesnt have collider enabled
#serverhost-suggestions message keep this in mind if this works
I think its just one use and cached
It's not being done constantly so I'm fine with this 
well not really, testd and not
eh ok
I dont think its slower than triggers?
its just AABB check
david is slow
No you
Well last time I checked it does
Well processing power means time lost, doesn't it?
So I was wondering what was the actual difference
i dont remember
the difference is more than 0 nanoseconds
What does this mean for my Intel i486
So setting a players position via
Player.Position += x
would do collision checks and all?
Is there a good way to figure out where a command originates from?
Nvm, it was as easy as disabling the suspect plugin.
New question: How do I stop a command in another plugin from registering, or at least change the name of it.
You'd need to edit the plugin's source code and compile it,
Just clone it from it's repo and open it in rider / vs
Not sure, though, it sounds like a clunky and sub optimal solution
It'd be easier to delete it from the plugin's project and recompile probably
Or at that stage, change it's name / aliases
Yep
But you have to make sure to register your own command with the same name after you've done that
Or, make your command's name different, add the alias you originally wanted as the name; then labapi can register it for you
Do dummies call OnJoin?
public Player Spawn(string name)
{
Player p = Player.Get(DummyUtils.SpawnDummy(name));
if (p != null)
{
Dummies.Add(p);
return p;
}
return null!;
}
The name of the dummy is "dancing" i wouldn't see why they are null? but idk they are
Are dummies added to the Player list?
Yeah
oh yeah nvm, I need another coffee
i need a coffee to sleep ngl
Sleep speedrun
axwabo
do you like my code?

coroutines too are implemented but still i'm doing an example for them lol
Oh wait someone did the code blocks for my SL lua too
i forg
its the same
i'm working on it
for someone and ghost

got commissioned to do this
also Lua has coroutines...
yes but i need a porting one from mec
to be easier
both for not crashing the vm and so on
And tbh, mec coroutines are easier to understand
https://zer0twois.strokinit.it/๐/vc2dh18h.png
you can do this lol
there's a return, if you return 0 or nil it will auto stop (this behavior of nil is because of lua end function always returns; so its easy even for that
but i'm trying to do it really easy and like giving small knowledge of development while spoon feeding alot on certain stuff
blocks will throw errors if not doing stuff correctly and so on, only small thing is SetRole which is a flag and sadly 0 is valid lol
?
I feel like that 0 is a valid spawnrole flags
A fucking queen bee
Is in my hous
I cannot open the wind
Because its full of bees
Outside
God help me
Is there any good way to add custom actions to the dummy panel
This is so ass to read
Why you are always a hater
Why is "seconds" on a new line instead of after the input
idk blockly?
Bee-hoo, let me play a sad song on the world's smallest violin
They are awesome as long as they don't mess with me
ngl they are scary asf
they are pretty chill
curious creatures
they dont sting unless you attack them
and they make honey
I love honey
Trueing
They make sleeping sounds 
Can you make codeblocks be able to create IL Patches? xdx
I COULD
lol
it wouldn't be too hard
https://zer0twois.strokinit.it/๐/9lylx0lu.mp4
https://zer0twois.strokinit.it/๐/9sg9ep49.png
I just made this lol
I'm having fun making examples ngl (and yes, you can rotate with a lot of stuff vectors and so on, just made it easier, and added utility classes to look into a specific vector and so on)
rotating capybara
i wanted to make a rotating cube but then thought "hmm it would be funnier a capybara"
I would've made a source generator for that, but that would be waaaaay to slow (decompilation)
Is the time of a round not infinite ?
I see weirds things happening after a long time (like 7-8hrs) in the same round, like the game forcing lobby again and kicking everyone with no kick messages
you stayed 7h on a round???
lol?
nah, server with perma locked round
Ohhhhhh
but i think the game does not like it
Do you have any logs?
maybe something overflows?
im gonna see if it happens again then try to look into it
you could maybe speed up using cheat engine lol
and do roundtime
i did the same thing for cheating on the switch 
lmao
who wants to wait for a mission that ends in 2h and 30m
like Thank you Monolith studios but fuck no
No???
the server has no ac

OH wait
you can probably speed up unity
let me do research
Time.timeScale = 10
Nope that is not the one
you use stopwatch
so you speed up with that only physics
not the process itself
And everything else that uses Time
True
instead it would be reliable and easier to speed up the time
WAIT
A VM
you just speed up a vm
Smart
i think you can do that
just hapenned again
no LA logs
ill check clients logs
fuck u zero
not sure i understand why you are pinging me to ask about something from a while back, i also dont understand the intent behind your question. no, setting a position directly does not do collision checks
heck i didnt see how old that message was, sorry
And i understood your message as saying any kind of player position updates calls cc.Move(), so i wanted to ask about player.Position changes affecting it
Im trying to move a player via code, forwards/backwards/sideways, but with collision checks for stuff like walls, ramps and stairs
Iirc you can do it in FPCMotor
hmm
lots of methods and values
I think i would need to call FPCMotor.SetPosition(direction, distance)?

See what the dummy action uses
This is what i used for my dummy bots idk if it will work for players though
if (moveDirection != Vector3.zero)
{
Vector3 newPosition = botPosition + moveDirection * _combatSpeed * Time.deltaTime;
if (IsValidPosition(newPosition))
{
fpcRole.FpcModule.Motor.ReceivedPosition = new RelativePosition(newPosition);
}
}
ah right, SetPosition is part of PopulateDummyActions, so cant use that.
Will try your solution, thank you! :3
Is there a limit on the number of Hints sent per second?
No not since 14.0
Yay
No, but maybe don't explode the client 
Would botPosition be some kind of relative position or just world position like Player.Position?
One sec
If you want collision checks, just set the dummy/player receivedposition directly. CharacterController.Move() does the collision checks
players set the received position every frame with a message though
Im moving a Dummy, its fine i think
it will simulate trying to walk towards the desired position
Its player position
thank you!
If you want an insane solution: make a class derived from FpcMotor and create a way to change its DesiredMove property
Crazy ik
literally no point in doing that ๐ 
lets say hypothetically i reached 35tps with 200 dummies
could i host a server with that?
200 player limit
!csg
See it and try 
lets say hypothetically i asked for permissiom

Drake laptop
What method sends messages via radio?
I want to patch something there
the more im modifying the raw assembly .cs files of the server sided code
the more i learn about the game
animations are expensive ๐
like atleast 30-50% of cpu time in high player counts
and thats the server side
imagine the client
Exploding head emoji
Exactly the same
on client
they are expensive yea
Is this client or server code?
Client

clients also have rendering though, so its worse for clients kekw
ofc
but 100 players will be worse experience for the client than server 
if we host a 100 player event, hopefully you have a beefy pc to join it cause holy
I'm trying to find a code that searches for players with radios to send a message to the radio
I want to change the logic of sending messages over the radio
I had the same bug on my server. 60 players were on drugs
Kinda sad since it was patched 
Time to unpatch it
It was horrible dont do that ...
No..js
Ax can we add script tags that will compile and run cs on the client please
like those wallhack cs 1.6 servers
Make SL-AC give a cheat to everyone if there is any cheater in the server 
We're not adding mitosis ๐ญ
Yeah I'll add CSS execution 
sv_wireframe 1
New SL pandemic. Gotta tell people to keep 6 feet apart to avoid getting cheats installed
Starting next update we've actually decided it's just easier to ban everyone who attempts to login, just in case
I'm just reminded when Apex had an RCE lmao
How to ban every cheater In SL at once.
its easier to ban lucy
gg ez
Nah I'm getting a whitelist since it was my idea
Sorry
like how nukes guarantee we kill every criminal?
Real
.ban *
It will ban every cheater that used to cheat, that cheats, and those who will cheat
Any way to enable noclip on a player? Like, the actual noclip status of actively flying around?
Which method sending player voices on radios lying on the floor?
Set the flag in AdminFlagsStat
its a stat same as hp
referencehub should have a stats field
player.GetStat<
Should we abuse operator overloading like c++ does
remove all logger methods
and just add << operators

Skull
\=
https://github.com/Someone-193/ASS reference?

is there any reason for FlippingCoin & FlippedCoin events to fire twice
Are you sure?
but lemme recheck to be sure
can you do timestamp too?
nvm it works fine when i put the subscription in the entrypoint, i think now i know what was making me go insane for 2hrs
i was remaking my old plugin that adds dice that make random stuff happen since i thought it'll be cooler than just coin https://medal.tv/games/scp-secret-laboratory/clips/my99Kk5XY_4ZvrUD7?invite=cr-MSxwMGcsNDA0MjIxMDk3
Watch Untitled by VirtualRain and millions of other SCP Secret Laboratory videos on Medal. #scpsecretlaboratory
first problem was mapping the roll result to rotation(i gave up and just made 6 schematics for each result)
*dice
then i started to get 2 dices at the same time lol
the singular form of dice is die
thx
die
fuckass english i cant
crazy
try to make sense challenge (impossible)
so it started spawning combinations like 6 and 1 together which resulted in 7 dots on die faces
Such a great decision for real 
How can i check if a player is looking at something (the obv answer is a raycast but i would want it with the fov maybe?)
VisionInformation
How laggy is that?
Um
and i can check for example admin toys and stuff like that?
Benchmark it 
Alot
wanna hop on vc and so I can test that for you?
i'm already in a vc
๐คฆโโ๏ธ
It has performance settings
like if you want to check darkness, fog
etc
its fine
where its used?
hmm the problem with it
is like i cannot check for admin toys and so on
so ig its a scrap
oh i can check wait
public static bool TargetInViewDirection(ReferenceHub source, Vector3 targetPosition, float targetRadius, out float lookingAmount)
you know what
raycast works
ig
Well
public static bool TargetInViewDirection(ReferenceHub source, Vector3 targetPosition, float targetRadius, out float lookingAmount)
if (!VisionInformation.TargetInViewDirection(lhub, endPoint, 0f, out var _))
{
return LosResult.OutsideFov;
}
like yea i can use it
hmm
yea
ig
yes
Yep
idk
Lmfao
Yes
0-1f based on percent of you see the point Ig
so like how visible if like only a corner maybe just 0.1
"Distance" scalar from screen center basically
Or it might be inverted
It's cooked kinda
lmao
sigh
๐คฆโโ๏ธ
LookingDistance 
Linux
"tehnically" 

Technically correct, the best kind of correct
clone
mine is better
no!
WHERES THE FINGEr
i ate it
I recognise this easily, but this one is better
Do you have the version with single line comment above RoomUtils?
Or well, if you see them
I don't think I have RoomUtils
Oh right when I saw DebugLogReader I was so confused as to why it works that way
Here is your answer 
I broke it since it is now located in 'Taj Mod' directory
Yeah I sadly don't have this comment, probably added way later
This one is from 2022
Not only using old code but also (iirc) the first Voice Actor from version 3.0.0
Isnt that the nuke lady too?
Exactly :>
Nice
Im not gambling addict unlike you
gambling is bad 
No id never gamble
ban as well ngl
Ban David
convinced
You never seen those videos of gambling addicts?
shouting "STOP STOP STOP" while they continue pressing the keyboard
It features you
and losing all of their stuff
what the fuck
I think 5 times beforing buying something for breakfast ๐ญ
nou
I did
oh if only
50-50
I think a million times
You dont think even once XDD
and he says we are mean
Ok well
HOLD ON
Half true
I have a picture
I dont think on it when i have an episode
But
Yk
ANYWAY
SLIME!!!
stop posting picturss
i really need to start naming my cat memes
yes
wow
200iq
also it needs to be calico as well
What
so that it looks similar to my character
Calico is the kitty with 3 fur colors
Oh
this silly
davidson
they always sit fuckknowswhere
arent you meant to be at the casino
thanks for GIVING ME YOUR MONEY
Then just dont update
me when i delete VS
all it does is that it reinstalls github copilot
too lazy
I don't think I have GitHub Copilot selected
finished
microslop slopping down the AI slop
it made me run out of tokens because IT FUCKING FORCED it on me
triple t
I miss clicked something while the IDE tried to "fix" the issue
so it just showed the copilot imput shit and i closed it as fast as possible
rip
<DisableImplicitFrameworkReferences>true</DisableImplicitFrameworkReferences>
Then i lose linq :(
Thx
add linq into asm ref
Wdym?
Im going to try to copy it from labapi csproj
Done. Enough chaos.


