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Prevent lua sending client events during downloading
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@ -148,6 +148,11 @@ static inline std::pair<bool, std::string> InternalTriggerClientEvent(int Player
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return { false, "Invalid Player ID" };
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return { false, "Invalid Player ID" };
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}
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}
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auto c = MaybeClient.value().lock();
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auto c = MaybeClient.value().lock();
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if (!c->IsSyncing() && !c->IsSynced()) {
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return { false, "Player hasn't joined yet" };
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}
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if (!LuaAPI::MP::Engine->Network().Respond(*c, StringToVector(Packet), true)) {
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if (!LuaAPI::MP::Engine->Network().Respond(*c, StringToVector(Packet), true)) {
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beammp_lua_errorf("Respond failed, dropping client {}", PlayerID);
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beammp_lua_errorf("Respond failed, dropping client {}", PlayerID);
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LuaAPI::MP::Engine->Network().ClientKick(*c, "Disconnected after failing to receive packets");
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LuaAPI::MP::Engine->Network().ClientKick(*c, "Disconnected after failing to receive packets");
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