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Objects other players place are spawned locally, so the game took every one for the local player's own: all were solid, and their card offered the owner's buttons and named the wrong player. - Other players' objects are ghosts the skater passes through, as in the game's own sessions. Each player's row in the session menu has an "Objects: solid / ghost" switch, remembered by Steam ID; a dedicated server's own objects (its parks) are solid unless switched off. `mp objects-solid <SteamID64|server> on|off` does the same. - The card's own Disable and Enable on one object stand over that player's setting until the setting is changed. - The card on an object someone else placed no longer offers Edit or Delete: the game's "is this mine" and "may this be edited" checks answer for who really placed it. It offers Disable instead. - The card names the owner of the object it is for, read from the card's own script, instead of the owner of the object nearest the skater. - A dedicated server has a player card of its own, "Server", shown on what it placed. Server: the Mods folder is kept when the configuration is reloaded. A park mod was reported as not being in the Mods folder after a reload.
15 lines
762 B
C++
15 lines
762 B
C++
#pragma once
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#include <cstdint>
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// The game's card on a placed object names who placed it by asking for the local player's
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// info, which is right in the game's own sessions (it only shows on your objects there) and
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// wrong in ReSkate's, where other players' objects are spawned locally: every object read
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// as your own. While that card's script runs, the local-player lookup answers with the owner
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// of the object the card is for instead (native_party_hooks.cpp), which the script holds in
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// one of its locals.
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namespace dingosdk::object_prompt {
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// The card's script (flow_buildkit aa058fc, OnBegin), as the expression VM names it (the
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// hash at resource + 0x10).
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inline constexpr std::uint32_t graph = 0x25bf9270;
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} // namespace dingosdk::object_prompt
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