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GetClosestObjectOfType causes non-networked object to become networked #2833
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See: https://redm.disquse.me/natives/?_0xE143FA2249364369 The last parameter ( e.g. |
The problem still occurs as before even with additional parameterization. |
This issue should not occur if both "networkObject" and "scriptHostObject" are false, make sure both of them are false since scriptHostObject forces networkObject to be true. |
Forgot to reply in here, this was tested by a member of the Engineering Group and seems to indeed register the object as networked regardless of the supplied parameters (unlike GTA V where it works just fine). Though, this is likely caused by native game code and not something done by RedM. |
Another big problem is if it's used, every client makes a copy of that invisible object, and after some time it kills the game ( ~ under 10 FPS ). Happened to me last year, i didn't know what was causing it and i stopped scripts one by one, i guessed that there's a problem with GetClosestObjectOfType but never looked into it. A patch would be godly for this :D |
What happened?
After calling the native function
GetClosestObjectOfType
on a non-networked object, the object unexpectedly becomes networked.Expected result
The object should remain non-networked unless NetworkRegisterEntityAsNetworked is explicitly called.
Reproduction steps
Importancy
There's a workaround
Area(s)
RedM, Natives
Specific version(s)
RedM ver.10011/prod & ver.10191/canary
Server (Windows) 7290 & 10191
Additional information
No response
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