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;
}
}
}