Repository navigation
fix: validate emote ownership on keybind-triggered emotes - #2867
Closed
FelipeDaros wants to merge 1 commit into
Closed
FelipeDaros wants to merge 1 commit into
FelipeDaros wants to merge 1 commit into
Conversation
…ffect Non-default emotes (e.g. granted from cases) sent via the emote keybind packet were not checked against the player's account items, unlike the /emote chat command. A modified client could trigger any effectId. Mirror the ownership check already used by the /emote command.
Closed
Collaborator
|
This is a no from me for the following reasons:
|
Collaborator
|
Closing this pull request, no packet is currently being sent from the client when hitting emote keybinds, which is the core issue. This PR is just adding server logic for clientside functionality that has not yet been unlocked. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Summary
Command.PlayDialogEffect(sent by the client when an emote keybind is pressed) only validated that the player had fists/hands equipped, without checking whether the player actually owns the emote.effectIdby a modified client, bypassing the ownership check already enforced by the/emotechat command./emoteinhandlers/commands/commands.ts, applying it to the keybind path as well.🤖 This PR was developed with the assistance of AI (Claude Code).