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Fix multiplayer capacity resets on clients - #23

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rittermod:mainfrom
user01010111:agent/fix-multiplayer-capacity-resets
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Fix multiplayer capacity resets on clients#23
user01010111 wants to merge 1 commit into
rittermod:mainfrom
user01010111:agent/fix-multiplayer-capacity-resets

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Reset requests were being applied on the server without enough information for clients to apply the same change. Placeable clients ignored reset responses because they arrived with a capacity of zero. Vehicle clients removed the saved override but did not restore the original runtime capacity. Placeable “reset all” requests also kept the network sentinel instead of converting it back to nil.

This adds the action type to server responses and routes successful client updates through the existing set and reset methods. It also keeps setting a capacity to zero distinct from resetting it.

Tested with:

  • Lua syntax checks across all scripts
  • XML parsing and modDesc.xml schema validation
  • Local multiplayer event checks covering specific resets, reset-all, response serialization, and zero-capacity sets

This has not been tested in a live multiplayer session.

@user01010111
user01010111 marked this pull request as ready for review July 29, 2026 05:09
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