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@Proxy-99 Proxy-99 commented Mar 14, 2025

#3681

test code

vehicle1 = createVehicle ( 411, 2044.65942, 1526.35352, 10.67188)
object = createObject( 3578, 2044.40405, 1510.24036, 10.67188)

setTimer(function()
  res = setElementCollidableWith(vehicle1,object,false)
  print(res)
end, 2000, 1)

Comment on lines 775 to 776
bitStream.Read(ElementID);
bitStream.ReadBit(bCollidable);
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bitStream.Read can return false

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It cannot. The protocol guarantees that the message is fully received.

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It cannot. The protocol guarantees that the message is fully received.

So what is the purpose of this function being a bool, and why does most of the code check if it returns true?

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Code == documentation
It has sense on the server side. The client reads server packets only.
Checks on client could be used to add a new data to a packet without increasing bitstream version, i think

@Proxy-99 Proxy-99 requested a review from FileEX March 14, 2025 11:42
@TheNormalnij
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The function doesn't work for a new connected players and after reconnect

@Proxy-99 Proxy-99 marked this pull request as draft March 14, 2025 12:10
Comment on lines +781 to +782
if (collidableWith == nullptr) // validity check
return;
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if (!collidableWith)
    return;

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The function doesn't work for a new connected players and after reconnect

What packet file should I write the info?
is it Server\mods\deathmatch\logic\packets\CPlayerJoinCompletePacket.cpp

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FileEX commented Mar 18, 2025

The function doesn't work for a new connected players and after reconnect

What packet file should I write the info? is it Server\mods\deathmatch\logic\packets\CPlayerJoinCompletePacket.cpp

I think you should store informations on the server side and then send it in the CMapInfoPacket. Check how it's done, for example, with setJetpackWeaponEnabled (CGame::SetJetpackWeaponEnabled & CGame::GetJetpackWeaponEnabled)

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3 participants