Fix for snow support and skin select
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@@ -212,7 +212,7 @@ function syncPlayerProperties(client) {
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// ===========================================================================
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function updatePlayerSnowState(client) {
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if(doesGameHaveSnow(getServerGame())) {
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if(isSnowSupported(getServerGame())) {
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logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s snow state (Falling: ${toUpperCase(getOnOffFromBool(getServerConfig().fallingSnow))}, Ground: ${toUpperCase(getOnOffFromBool(getServerConfig().groundSnow))})`);
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triggerNetworkEvent("vrr.snow", client, getServerConfig().fallingSnow, getServerConfig().groundSnow);
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}
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@@ -865,12 +865,12 @@ function playerFinishedSkinSelection(client, allowedSkinIndex) {
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restorePlayerCamera(client);
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return false;
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} else {
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getPlayerCurrentSubAccount(client).skin = allowedSkins[getServerGame()][allowedSkinIndex][0];
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getPlayerCurrentSubAccount(client).skin = getSkinIndexFromSkin(allowedSkins[allowedSkinIndex][0]);
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if(isPlayerWorking(client)) {
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messagePlayerAlert(client, "Your new skin has been saved but won't be shown until you stop working.");
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setPlayerSkin(client, getJobData(getPlayerCurrentSubAccount(client).job).uniforms[getPlayerData(client).jobUniform].skinId);
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} else {
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setPlayerSkin(client, allowedSkins[getServerGame()][allowedSkinIndex][0]);
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setPlayerSkin(client, getPlayerCurrentSubAccount(client).skin);
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}
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if(getPlayerData(client).returnToPosition != null) {
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@@ -891,7 +891,7 @@ function playerFinishedSkinSelection(client, allowedSkinIndex) {
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switchPlayerActiveHotBarSlot(client, -1);
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cachePlayerHotBarItems(client);
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meActionToNearbyPlayers(client, `changes their skin to ${allowedSkins[getServerGame()][allowedSkinIndex][1]}`);
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meActionToNearbyPlayers(client, `changes their skin to ${allowedSkins[allowedSkinIndex][1]}`);
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}
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}
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