Instant Interaction

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Instant Interaction
Hey guys, I've been playing with this kind of legit code but its not so legit when there is instant interaction with picking locks and doors and pagers and such. Can someone take a look at this and see what's causing the instant interaction? Thanks

Code:
function MoneyManager:get_cost_of_premium_contract(job_id, difficulty) return 0 end

local player = managers.player:player_unit()

PlayerStandard._can_stand = function(self) return true end
PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
PlayerManager.chk_minion_limit_reached = function(self) return false end
PlayerManager.spread_multiplier = function(self) return 0 end
PlayerMovement.is_stamina_drained = function(self) return false end

BaseInteractionExt._has_required_upgrade = function(self) return true end
BaseInteractionExt._has_required_deployable = function(self) return true end
BaseInteractionExt._get_timer = function(self) return 0 end
BaseInteractionExt.can_interact = function(self, player) return true end

if managers.menu then
	managers.menu:set_debug_menu_enabled(true)
end

if managers.hud then
managers.hud:show_hint( { text = "yeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee" } )
end

managers.crimenet._debug_mass_spawning = true

-- No cash penalty for killing civilians
function MoneyManager.get_civilian_deduction() return 0 end
function MoneyManager.civilian_killed() return end

-- Infinite cable ties
function PlayerManager:remove_special( name ) end

-- Infinite stamina
function PlayerMovement:_change_stamina( value ) end
function PlayerMovement:is_stamina_drained() return false end
function PlayerStandard:_can_run_directional() return true end

-- Small loot value multiplier (extra jewelry cash value in jewelry store, deposit boxes in bank heist, etc)
if not _uvSmallLoot then _uvSmallLoot = PlayerManager.upgrade_value end 
function PlayerManager:upgrade_value( category, upgrade, default ) 
	if category == "player" and upgrade == "small_loot_multiplier" then 
		return 10
	else 
		return _uvSmallLoot(self, category, upgrade, default) 
	end 
end
if not _uvlSmallLoot then _uvlSmallLoot = PlayerManager.upgrade_value_by_level end 
function PlayerManager:upgrade_value_by_level( category, upgrade, level, default ) 
	if category == "player" and upgrade == "small_loot_multiplier" then 
		return 10
	else 
		return _uvlSmallLoot(self, category, upgrade, level, default) 
	end 
end
yea i have the same script from another script, and i would like to turn this off as well lol..
Right.. Any help would be appreciated.
Right.. Any help would be appreciated.
Quote Originally Posted by cliquee View Post
Right.. Any help would be appreciated.
stop spamming nobody's gonna help check the link in my signature
Quote Originally Posted by Tychovk View Post
stop spamming nobody's gonna help check the link in my signature
no need to be rude. I didn't mean to spam it was a mistake. I tried to edit my post but realized I hit reply instead of edit.
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