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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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Not to call you out but that's not google translate. The punctuation and grammar is 100% AI. If I were to guess it would be ChatGPT. I use it often for documentation so I know how it fumbles on punctuation.
No shame, but it's really hard to have a discussion about the overuse of AI when you're using AI to generate your responses. It's a real highlight of how we use AI as a replacement instead of a productivity tool. In any case, our team will review your submission as soon as possible (If they haven't already.) Assuming it's not mostly (or entirely) AI-generated you should be fine.
Well in my experience, when someone says "used AI a little bit" that usually means the entire thing is AI. Our team will determine this during their review. But no, we do not allow submissions that are mostly AI generated as per our upload guidelines. https://codefling.com/upload-guidelines/#originality
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Well I can tell you now adjusting fire rate is not possible (legally) but everything else sure. I did find this but not sure if it's exactly what you're looking for.
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