private bool CupboardPrivlidge(BasePlayer player, Vector3 position, BaseEntity entity) { var hits = Physics.OverlapSphere(position, 25f, Rust.Layers.Server.Deployed); List <BuildingPrivlidge> buildingPrivilege = new List <BuildingPrivlidge>(); foreach (var collider in hits) { var cBoard = collider.GetComponentInParent <BuildingPrivlidge>(); if (cBoard == null || cBoard == entity) { continue; } buildingPrivilege.Add(cBoard); } if (buildingPrivilege.Count == 0) { return(true); } BuildingPrivlidge cupboard = null; for (int i = 0; i < buildingPrivilege.Count; i++) { BuildingPrivlidge item = buildingPrivilege[i]; if (item.Dominates(cupboard)) { cupboard = item; } } List <ulong> ids = (from id in cupboard.authorizedPlayers select id.userid).ToList(); return(ids.Any(authUserID => authUserID == player.userID)); }