Dillon Skaggs
Dillon Skaggs
I feel like i just read something generated by chat gpt
This issue is being kept open due to the fact that I still want to implement this in a more intuitive way in the future. As noted in the merge...
Applied the requested changes, also replaced g_knownPackets in NetDebug.cpp to use g_knownPackets from KnownPackets.h
> assuming model is a string in the docs the second param asks for a hash not a string  > then is good practice to `SetModelAsNoLongerNeeded` I'm pretty sure...
I don't necessarily think this is a bug, these natives expect a float value when called, the only thing that could probably be improved here is the docs using "float"...
iirc this requires you to send a replicated value afterwards and/or re-enter the entities/player scope. The underlying implementation for state bags doesn't have anything to respect the replication flag sent...
This ties into the original issue of > The underlying implementation for state bags doesn't have anything to respect the replication flag sent by the caller after the first call...
This isn't the place for suggestions, it also looks like [someone](https://forum.cfx.re/t/addon-sound-limit-increase-please/5164545) has already made a forum topic for this too.
Does `CEventPlayerDeath` also not work for this situation? It would be nice to be able to use something that wont be triggered a bunch by other stuff. Its also probably...
Its very hard to understand what you're saying. Can you provide example code of how you're hitting the state packet overflow