#Players Unable to Reload a Weapon

1 messages · Page 1 of 1 (latest)

cobalt girder
#

so i have mine Custom SCP plugin and the problem is that this SCP cause that Players cant reload their guns i tho it was my fake role sync but after i deleting it i have still the same issue the only thing that comes to my mind that can make this issue is my Harmony Patch (also does i need to Update Harmony and where i can find the newest version of it)

using GameCore;
using HarmonyLib;
using InventorySystem.Items.Jailbird;
using LabApi.Events.Arguments.Scp0492Events;
using LabApi.Features.Wrappers;
using LiteNetLib;
using Mirror;
using PlayerRoles.PlayableScps.Scp049;
using System;
using System.Reflection;
using static PlayerList;
using Log = LabApi.Features.Console.Logger;

namespace SCP457LabApi
{
    [HarmonyPatch(typeof(Scp049AttackAbility), nameof(Scp049AttackAbility.ServerProcessCmd))]
    internal static class Patches
    {
        [HarmonyPrefix]
        public static bool Prefix(Scp049AttackAbility __instance, NetworkReader reader)
        {
            try
            {

                var owner = __instance.Owner;
                Player ThisPlayer = Player.Get(owner);
                Log.Info("Hit");
                if (SCP457Main.Instance.EventsHandler.ContainsKey(ThisPlayer))
                {
                    Log.Error("cancel hit");
                    return false;
                }

            }
            catch
            {
              
            }
            return true;
        }
    }
    [HarmonyPatch(typeof(Scp049AttackAbility), nameof(Scp049AttackAbility.IsTargetValid))]
    internal static class Patch_Scp049AttackAbility_IsTargetValid
    {
        [HarmonyPrefix]
        public static bool Prefix(Scp049AttackAbility __instance, ReferenceHub target, ref bool __result)
        {
            try
            {
                var owner = __instance.Owner;
                Player thisPlayer = Player.Get(owner);

                if (SCP457Main.Instance.EventsHandler.ContainsKey(thisPlayer))
                {
                    __result = false;
                    return false;
                }
            }
            catch
            {
              
            }
            return true;
        }
    }
  
}

#

also i dont know how to even recreate this bug on my own