Move remaining Color checks to ColorLimits

Some mods add custom colors and still use the standard vanilla SetColor
RPC, which leads to issues with this check.
This commit is contained in:
miniduikboot committed 2024-04-28 20:50:41 +02:00
1 parent f1f5185f10
commit 6f56e1acaf
1 file changed
+3 -3
@@ -688,7 +688,7 @@ namespace Impostor.Server.Net.Inner.Objects
if ((byte)color > ColorsCount)
{
if (await sender.Client.ReportCheatAsync(RpcCalls.CheckColor, CheatCategory.ProtocolExtension, "Client sent invalid color"))
if (await sender.Client.ReportCheatAsync(RpcCalls.CheckColor, CheatCategory.ColorLimits, "Client sent invalid color"))
{
return false;
}
@@ -736,7 +736,7 @@ namespace Impostor.Server.Net.Inner.Objects
if (colorOffset == ColorsCount)
{
if (await sender.Client.ReportCheatAsync(RpcCalls.SetColor, CheatCategory.GameFlow, "Client sent SetColor but all colors are already in use"))
if (await sender.Client.ReportCheatAsync(RpcCalls.SetColor, CheatCategory.ColorLimits, "Client sent SetColor but all colors are already in use"))
{
await SetColorAsync(expected);
return false;
@@ -746,7 +746,7 @@ namespace Impostor.Server.Net.Inner.Objects
if (color != expected)
{
if (await sender.Client.ReportCheatAsync(RpcCalls.SetColor, CheatCategory.GameFlow, "Client sent SetColor with incorrect color"))
if (await sender.Client.ReportCheatAsync(RpcCalls.SetColor, CheatCategory.ColorLimits, "Client sent SetColor with incorrect color"))
{
await SetColorAsync(expected);
return false;