Releases: FabianTerhorst/coreclr-module
Releases · FabianTerhorst/coreclr-module
Version 1.10.1
Fix player ip.
Version 1.10.1-beta
Fix player ip.
Version 1.10.0
Added to player
public interface IPlayer {
// ...
ulong SocialClubId { get; }
ulong HardwareIdHash { get; }
ulong HardwareIdExHash { get; }
string AuthToken { get; }
ushort MaxHealth { get; set; }
ushort MaxArmor { get; set; }
uint CurrentWeapon { get; set; }
IEntity EntityAimingAt { get; }
Position EntityAimOffset { get; }
bool IsFlashlightActive { get; }
string Ip { get; }
// ...
}
void AddWeaponComponent(uint weapon, uint weaponComponent);
void RemoveWeaponComponent(uint weapon, uint weaponComponent);
void GetCurrentWeaponComponents(out uint[] weaponComponents);
void SetWeaponTintIndex(uint weapon, byte tintIndex);
byte GetCurrentWeaponTintIndex();
Removed name setter.
Optimized memory management.
Performance optimizations for events.
Version 1.10.0-beta
Added to player:
ulong SocialClubId { get; }
ulong HardwareIdHash { get; }
ulong HardwareIdExHash { get; }
string AuthToken { get; }
Removed name setter.
Version 1.9.2-beta3
Disable disconnect reason
Version 1.9.2-beta2
Dont use empty reason
Version 1.9.2-beta1
Fix disconnect
Version 1.9.1-beta1
- Fix disconnect reason
Version 1.9.0-beta9
Optimized memory management (untested)
Performance optimizations for events
Following changes for player
ushort MaxHealth { get; set; }
ushort MaxArmor { get; set; }
uint CurrentWeapon { get; set; }
IEntity EntityAimingAt { get; }
Position EntityAimOffset { get; }
bool IsFlashlightActive { get; }
string Ip { get; }
void AddWeaponComponent(uint weapon, uint weaponComponent);
void RemoveWeaponComponent(uint weapon, uint weaponComponent);
void GetCurrentWeaponComponents(out uint[] weaponComponents);
void SetWeaponTintIndex(uint weapon, byte tintIndex);
byte GetCurrentWeaponTintIndex();
Version 1.9.0-beta8
Optimized memory management (untested)
Performance optimizations for events
Following changes for player
ushort MaxHealth { get; set; }
ushort MaxArmor { get; set; }
uint CurrentWeapon { get; set; }
IEntity EntityAimingAt { get; }
Position EntityAimOffset { get; }
bool IsFlashlightActive { get; }
string Ip { get; }
void AddWeaponComponent(uint weapon, uint weaponComponent);
void RemoveWeaponComponent(uint weapon, uint weaponComponent);
void GetCurrentWeaponComponents(out uint[] weaponComponents);
void SetWeaponTintIndex(uint weapon, byte tintIndex);
byte GetCurrentWeaponTintIndex();