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Remove player validation where non-valid player IDs are allowed.
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0ebdb909df
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@ -591,9 +591,6 @@ void SetVehiclesForcedRespawnHeight(Float32 height)
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void CreateExplosion(Int32 world, Int32 type, const Vector3 & pos, CPlayer & source, bool grounded)
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void CreateExplosion(Int32 world, Int32 type, const Vector3 & pos, CPlayer & source, bool grounded)
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{
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{
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// Validate the specified player
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source.Validate();
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// Perform the requested operation
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if (_Func->CreateExplosion(world, type, pos.x, pos.y, pos.z,
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if (_Func->CreateExplosion(world, type, pos.x, pos.y, pos.z,
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source.GetID(), grounded) == vcmpErrorArgumentOutOfBounds)
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source.GetID(), grounded) == vcmpErrorArgumentOutOfBounds)
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{
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{
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@ -604,9 +601,6 @@ void CreateExplosion(Int32 world, Int32 type, const Vector3 & pos, CPlayer & sou
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void CreateExplosionEx(Int32 world, Int32 type, Float32 x, Float32 y, Float32 z, CPlayer & source, bool grounded)
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void CreateExplosionEx(Int32 world, Int32 type, Float32 x, Float32 y, Float32 z, CPlayer & source, bool grounded)
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{
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{
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// Validate the specified player
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source.Validate();
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// Perform the requested operation
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if (_Func->CreateExplosion(world, type, x, y, z,
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if (_Func->CreateExplosion(world, type, x, y, z,
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source.GetID(), grounded) == vcmpErrorArgumentOutOfBounds)
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source.GetID(), grounded) == vcmpErrorArgumentOutOfBounds)
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{
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{
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