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@LumiFae LumiFae commented Apr 19, 2025

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LumiFae commented Apr 19, 2025

@blankochan as I am away from home rn (and only have my macbook), can you test this when you have the chance :3

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is it supposed to just not warn the player at all?

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LumiFae commented Apr 20, 2025

Nope, just kick.

private CoroutineHandle _handle;

private IEnumerator<float> SurfaceChecker()
private static IEnumerator<float> SurfaceChecker()
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Out of curiosity why isn't this just like a coroutine you run per player?
that seems much simpler to me

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TPS go bwomp. Why would you do a coroutine for each player bruh?

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Simplicity, it's really hard to follow rn imo.

Performance wise I'd imagine a per player coroutine;
which would only need to actually do stuff every few seconds, and can be spaced out naturally by adding it on join or when an event is triggered;
Thus making the performance concern negligible

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How is it hard to follow? Seems pretty simple to me, but that's because I built it. Running more co routines uses more of the CPU though which I would rather not do, especially when you're doing the same exact shit on all of them. This is the cleanest solution that makes sense. If you are confused by any parts of the code please do a proper review where you check the parts you're confused by and ask for clarification and I'll add a comment.

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Nope, just kick.

I really think it should warn you

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LumiFae commented Apr 20, 2025

I would have to add cedmod as a reference, which I just can't be asked doing and then requiring it for every person adding stuff to the plugin. RueI is enough.

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for clarity i mean tell you you're going to be kicked for being on surface too long not like give you a cedmod warn

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LumiFae commented Apr 20, 2025

Bruh, in any way, that would be annoying to implement. People should know not to surface camp.

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There's a lot of nuance to surface camping, like when you split up so someone can turn the nuke on for you (something I do regularly)

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why did rider make it a seperate review on this wtf

Simplicity, it's really hard to follow rn imo.

Performance wise I'd imagine a per player coroutine;
which would only need to actually do stuff every few seconds, and can be spaced out naturally by adding it on join or when an >event is triggered;
Thus making the performance concern negligible

{
if (lastKnownPlayers.Contains(player))
{
player.Kick("Holding up the round on surface.");
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8.3.4. Every automated kick or ban (except ones issued by native game functions) must
be clearly described to the kicked/banned Player as an automated action not
related to native game function, unless it clearly does not look like an automated
action.

Suggested change
player.Kick("Holding up the round on surface.");
player.Kick("This is an automated kick performed by a plugin:\n Holding up the round on surface.");

@LumiFae LumiFae closed this Apr 24, 2025
@LumiFae LumiFae deleted the anti-surface-rework branch July 1, 2025 12:40
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3 participants