Players can still TP when they are not authorized on TCFixed
If someone has set a home and they lose TC access they shouldnt be able to TP back however they still can even when they dont have building priv.

My config is set up correctly.

"ForceOnTopOfFoundation": true,
"CheckFoundationForOwner": false,
"UseFriends": false,
"UsableOutOfBuildingBlocked": false,
"UsableIntoBuildingBlocked": false,
"CupOwnerAllowOnBuildingBlocked": false,
Any news if this is gonna get fixed? Its pretty game breaking
Yep big issue
Submitted a fix for it. Waiting on rfc to review it.
Can you send us the fix so we can test it please ?
@hoppel@rfc1920 can we please get the updated version..? Thank you.
hoppel, the fix looks reasonable enough but it won't compile for me:

(05:51:56) | [Oxide] 05:51 [Error] Error while compiling: NTeleportation.cs(3443,47): error CS1503: Argument `#1' cannot convert `BuildingPrivlidge' expression to type `BuildingBlock'

Merged post

By the way, this is because of the call to CheckCupboardBlock(), which requires a block.
Yeah. Just realized that you don't need a tc anymore to set a home and port to it. Please fix this! Thank you.
Any word on this?
5da3548126948.png P4R4NORM4L
Any word on this?

nope nothing yet

Fuck man 
5ba5bf1da6b60.jpg rfc1920
hoppel, the fix looks reasonable enough but it won't compile for me:

(05:51:56) | [Oxide] 05:51 [Error] Error while compiling: NTeleportation.cs(3443,47): error CS1503: Argument `#1' cannot convert `BuildingPrivlidge' expression to type `BuildingBlock'

Merged post

By the way, this is because of the call to CheckCupboardBlock(), which requires a block.
Im aware, we are running a private version thats many updates back and therefore a lot easier to handle :P
The logic inside CheckCupboardBlock is wrong tho. Not sure why it checks for multiple privs but the logic how its being checked is wrong. You are iterating over all privs and if the player isnt authed anywhere you just return true saying no cupboard is found so that needs to be fixed.

Also here you check if the block owner is authorized, not the actual player you passed with the method
ulong hitEntityOwnerID = block.OwnerID != 0 ? block.OwnerID : 0;
foreach(var privs in building.buildingPrivileges)
{
if(CupboardAuthCheck(privs, hitEntityOwnerID))
{
// player is authorized to the cupboard
#if DEBUG
Puts("Player owns cupboard with auth");
#endif
return true;
}
@hoppel @rfc1920 any updates?
@hoppel Can you send him the line of code that fixed this issue, There are a lot of people using this plugin and it needs to be fixed. This has been going on for at least a week now maybe longer. Maybe you can maintain this project with him?
5da3548126948.png P4R4NORM4L
@hoppel Can you send him the line of code that fixed this issue, There are a lot of people using this plugin and it needs to be fixed. This has been going on for at least a week now maybe longer. Maybe you can maintain this project with him?
Looks like he did already, just not merged.
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