Update WeaponPaints.cs

Temporary fix for player loading
This commit is contained in:
Dawid Bepierszcz
2023-11-14 15:45:50 +01:00
committed by GitHub
parent b4f8bdbf54
commit 2c0fad230d

View File

@@ -62,15 +62,14 @@ public class WeaponPaints : BasePlugin, IPluginConfig<WeaponPaintsConfig>
{
MySql = new MySqlDb(Config.DatabaseHost!, Config.DatabaseUser!, Config.DatabasePassword!, Config.DatabaseName!, Config.DatabasePort);
RegisterListener<Listeners.OnEntitySpawned>(OnEntitySpawned);
RegisterListener<Listeners.OnClientAuthorized>(OnClientAuthorized);
RegisterListener<Listeners.OnClientPutInServer>(OnClientPutInServer);
RegisterListener<Listeners.OnClientDisconnect>(OnClientDisconnect);
}
public void OnConfigParsed(WeaponPaintsConfig config)
{
Config = config;
}
private void OnClientAuthorized(int playerSlot, SteamID steamId)
private void OnClientPutInServer(int playerSlot)
{
int slot = playerSlot;
Server.NextFrame(() =>
@@ -144,11 +143,11 @@ public class WeaponPaints : BasePlugin, IPluginConfig<WeaponPaintsConfig>
Func<nint, nint> GetSkeletonInstance = VirtualFunction.Create<nint, nint>(node.Handle, 8);
return new CSkeletonInstance(GetSkeletonInstance(node.Handle));
}
private async Task GetWeaponPaintsFromDatabase(int playerIndex)
private async Task GetWeaponPaintsFromDatabase(int playerSlot)
{
try
{
CCSPlayerController player = Utilities.GetPlayerFromIndex(playerIndex);
CCSPlayerController player = Utilities.GetPlayerFromSlot(playerSlot);
if (player == null || !player.IsValid) return;
var steamId = new SteamID(player.SteamID);
@@ -187,4 +186,4 @@ public class WeaponPaints : BasePlugin, IPluginConfig<WeaponPaintsConfig>
return;
}
}
}
}