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Added a bit of a fun limitation.
* Made it so (player->availabilities & 1 << skinnum) is only true if skins[skinnum] DOES have an availability method, and always false otherwise. * This means that setting your availabilities to INT32_MAX is no longer the equivalent of having gotten all skins. * This means we can detect and kick cheat engine script kiddies who try to fool the server that they can use everything. * This means availabilities of 0x00 is now valid, so make it all F's for an invalid not-in-game.
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3 changed files with 14 additions and 4 deletions
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@ -2561,7 +2561,7 @@ UINT32 R_GetSkinAvailabilities(void)
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for (s = 0; s < MAXSKINS; s++)
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{
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if (!skins[s].availability || unlockables[skins[s].availability - 1].unlocked)
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if (skins[s].availability && unlockables[skins[s].availability - 1].unlocked)
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response |= (1 << s);
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}
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return response;
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