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Fix revoke debug privs not reliably turn off stuff (#11409)
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@ -677,7 +677,7 @@ protected:
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bool handleCallbacks();
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bool handleCallbacks();
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void processQueues();
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void processQueues();
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void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
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void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
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void updateBasicDebugState();
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void updateDebugState();
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void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
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void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
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void updateProfilerGraphs(ProfilerGraph *graph);
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void updateProfilerGraphs(ProfilerGraph *graph);
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@ -1123,7 +1123,7 @@ void Game::run()
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updatePlayerControl(cam_view);
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updatePlayerControl(cam_view);
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step(&dtime);
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step(&dtime);
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processClientEvents(&cam_view_target);
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processClientEvents(&cam_view_target);
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updateBasicDebugState();
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updateDebugState();
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updateCamera(draw_times.busy_time, dtime);
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updateCamera(draw_times.busy_time, dtime);
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updateSound(dtime);
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updateSound(dtime);
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processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
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processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
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@ -1728,18 +1728,24 @@ void Game::processQueues()
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shader_src->processQueue();
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shader_src->processQueue();
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}
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}
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void Game::updateBasicDebugState()
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void Game::updateDebugState()
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{
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{
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bool has_basic_debug = client->checkPrivilege("basic_debug");
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bool has_debug = client->checkPrivilege("debug");
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if (m_game_ui->m_flags.show_basic_debug) {
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if (m_game_ui->m_flags.show_basic_debug) {
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if (!client->checkPrivilege("basic_debug")) {
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if (!has_basic_debug) {
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m_game_ui->m_flags.show_basic_debug = false;
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m_game_ui->m_flags.show_basic_debug = false;
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hud->disableBlockBounds();
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}
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}
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} else if (m_game_ui->m_flags.show_minimal_debug) {
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} else if (m_game_ui->m_flags.show_minimal_debug) {
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if (client->checkPrivilege("basic_debug")) {
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if (has_basic_debug) {
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m_game_ui->m_flags.show_basic_debug = true;
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m_game_ui->m_flags.show_basic_debug = true;
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}
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}
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}
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}
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if (!has_basic_debug)
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hud->disableBlockBounds();
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if (!has_debug)
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draw_control->show_wireframe = false;
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}
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}
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void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
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void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
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