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Master to Dev #63

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Aug 13, 2024
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2 changes: 1 addition & 1 deletion EXILED/EXILED.props
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@

<PropertyGroup>
<!-- This is the global version and is used for all projects that don't have a version -->
<Version Condition="$(Version) == ''">8.12.0-rc.2</Version>
<Version Condition="$(Version) == ''">8.12.0-rc.3</Version>
<!-- Enables public beta warning via the PUBLIC_BETA constant -->
<PublicBeta>false</PublicBeta>

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12 changes: 4 additions & 8 deletions EXILED/Exiled.API/Features/Npc.cs
Original file line number Diff line number Diff line change
Expand Up @@ -5,26 +5,22 @@
// </copyright>
// -----------------------------------------------------------------------

#nullable enable
namespace Exiled.API.Features
{
#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;

using CommandSystem;

using Exiled.API.Enums;
using Exiled.API.Extensions;
using Exiled.API.Features.Components;
using Exiled.API.Features.Roles;
using Footprinting;

using MEC;

using Mirror;

using PlayerRoles;

using UnityEngine;

using Object = UnityEngine.Object;
Expand Down Expand Up @@ -60,8 +56,8 @@ public override Vector3 Position
set
{
base.Position = value;
if (Role is Roles.FpcRole fpcRole)
fpcRole.RelativePosition = new(value);
if (Role is FpcRole fpcRole)
fpcRole.ClientRelativePosition = new(value);
}
}

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9 changes: 9 additions & 0 deletions EXILED/Exiled.API/Features/Player.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2478,6 +2478,15 @@ public void ResetAmmoLimit(AmmoType ammoType)
/// <returns>If the player has a custom limit for the specific <see cref="AmmoType"/>.</returns>
public bool HasCustomAmmoLimit(AmmoType ammoType) => CustomAmmoLimits.ContainsKey(ammoType);

/// <summary>
/// Gets the maximum amount of an <see cref="ItemCategory"/> the player can hold, based on the armor the player is wearing, as well as server configuration.
/// </summary>
/// <param name="category">The <see cref="ItemCategory"/> to check.</param>
/// <returns>The maximum amount of items in the category that the player can hold.</returns>
[Obsolete("Use Player::GetCategoryLimit(ItemCategory, bool) instead.")]
public int GetCategoryLimit(ItemCategory category) =>
InventorySystem.Configs.InventoryLimits.GetCategoryLimit(category, referenceHub);

/// <summary>
/// Gets the maximum amount of an <see cref="ItemCategory"/> the player can hold, based on the armor the player is wearing, as well as server configuration.
/// </summary>
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