v2.1.1: PlayerHasItem -> true — emote validator gate (StoreEmotesOwnedOnSteam path)
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1 changed files with 3 additions and 1 deletions
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@ -95,7 +95,9 @@ static bool __fastcall hUserHasItem(void* thiz, unsigned long long itemDef, void
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// Multiplayer validator: every player counts as owning every item (lobby validation path)
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// Multiplayer validator: every player counts as owning every item (lobby validation path)
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static bool __fastcall hPlayerHasItem(void* thiz, int connectionId, unsigned long long itemDef, void* method) {
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static bool __fastcall hPlayerHasItem(void* thiz, int connectionId, unsigned long long itemDef, void* method) {
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if (oPlayerHasItem) return oPlayerHasItem(thiz, connectionId, itemDef, method);
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// Validator gate used by StoreEmotesOwnedOnSteam + WaitForPurchased*Validation coroutines.
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// Does NOT block purchases (that was UserHasItem) — safe to force true.
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char b[160]; snprintf(b,sizeof(b),"[trace] PlayerHasItem(conn=%d def=%llu) -> true", connectionId, itemDef); logPatch(b);
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return true;
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return true;
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}
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}
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// Inventory-retrieved flag: pass through — forcing true with an empty userItems made some
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// Inventory-retrieved flag: pass through — forcing true with an empty userItems made some
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