Don't check handle ownership on Event.FireToClient

The handle does not get mutated here, so it is safe. Since we
don't currently support cloning event handles or copying events,
this also facilitates the only easy way of firing an existing game-
created event to a client.
This commit is contained in:
Nicholas Hastings 2017-01-03 12:39:32 -05:00
parent 0aa11374d8
commit cb39030cce

View File

@ -160,12 +160,6 @@ static cell_t sm_FireEventToClient(IPluginContext *pContext, const cell_t *param
return pContext->ThrowNativeError("Invalid game event handle %x (error %d)", hndl, err); return pContext->ThrowNativeError("Invalid game event handle %x (error %d)", hndl, err);
} }
/* If identities do not match, don't fire event */
if (pContext->GetIdentity() != pInfo->pOwner)
{
return pContext->ThrowNativeError("Game event \"%s\" could not be fired because it was not created by this plugin", pInfo->pEvent->GetName());
}
if (pInfo->bDontBroadcast) if (pInfo->bDontBroadcast)
{ {
return pContext->ThrowNativeError("Game event \"%s\" is set to not be broadcasted to clients", pInfo->pEvent->GetName()); return pContext->ThrowNativeError("Game event \"%s\" is set to not be broadcasted to clients", pInfo->pEvent->GetName());