This was done with Headphones plugin so I imagine what you're after is very much possible. You'd just run into issues if the client has audio streams disabled. You could reach out to the author of the plugin mentioned or check out the services page to find a developer for the project.
You could also request a refund with the author directly. At this point they'd be the only one who could authorize one. We can only step in if it's against SLA or covered under warranty. Since they responded to you very quickly with a proposed solution there's no way for us to issue the refund on our end without the authors approval.
We'll need an actual support request from you first. Also, to be fair to the author there what they're saying is 100% true. Rivers are indeed bugged in RustEdit and have been for a long time now.
Before we can even consider a refund, you'll need to submit a support request on the file's page to give the author a chance to resolve any issues you might have.
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Right, but these plugins shouldn't be unlocking DLC content anymore, and if they were (for say a creative or test server) none of the above is relevant.
You originally said plugins like this are modifying the blueprint data, which would be modifying the ItemDefinition. But based on that code they aren't, so how would this affect CheckSkinOwnership??
Doesn't sound like a problem to anyone but the developer of that plugin. I also don't see why it would need to modify the ItemDefinition just to unlock a blueprint? lol
playerInfo.unlockedItems.Add(bp.itemid);
player.ClientRPCPlayer(null, player, "UnlockedBlueprint", bp.itemid);
player.stats.Add("blueprint_studied", 1);
I sure hope not. That plugin overcomplicates something that is extremely simple. I'm struggling to see the value in it at all. It does absolutely nothing besides expensive api calls.
For developers:
If you want to see if a user owns a skin:
player.blueprints.CheckSkinOwnership(skinItemId, player.userID)
If you want to see if a user owns DLC:
item.info.steamDlc.HasLicense(player.userID)
If you want to see if an item requires a DLC:
item.info.NeedsSteamDLC
If for whatever reason you need the full list of approved skins:
foreach (var skin in Approved.All)
{
var itemName = skin.Value.Skinnable.ItemName;
var skinId = skin.Value.WorkshopdId;
// etc... It's a Dictionary<ulong, ApprovedSkinInfo>
}
Furthermore, you can go pretty deep with skins and see if they're tradable and marketable. There may be some skins Facepunch makes an exception for that aren't obtainable via monetary means.
ApprovedSkinInfo.Tradable
ApprovedSkinInfo.Marketable
That's it. That's all you need. If I'm missing something let me know and I'll add it.
No. These plugins can still be used on creative and test servers. They also include config settings to disable approved skins which you can already do. Any plugin that does not can easily check if the player owns the item first so I don't expect many plugins to be affected by this.
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