Move TShock.CheckRangePermission to TSPlayer
TShock.CheckRangePermission is now TSPlayer.IsInRange, but the most important thing is that this method returns the opposite of what the original did, so all of the calls that would go to it are now inverted.
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5 changed files with 35 additions and 38 deletions
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@ -2578,7 +2578,7 @@ namespace TShockAPI
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return true;
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}
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if (TShock.CheckRangePermission(args.Player, x, y))
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if (!args.Player.IsInRange(x, y))
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{
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args.Player.SendData(PacketTypes.SignNew, "", id);
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return true;
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@ -2898,7 +2898,7 @@ namespace TShockAPI
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if (args.Player.IsBouncerThrottled() ||
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TShock.CheckTilePermission(args.Player, x, y, true) ||
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TShock.CheckRangePermission(args.Player, x, y))
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!args.Player.IsInRange(x, y))
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{
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args.Player.SendData(PacketTypes.PaintTile, "", x, y, Main.tile[x, y].color());
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return true;
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@ -2942,7 +2942,7 @@ namespace TShockAPI
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if (args.Player.IsBouncerThrottled() ||
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TShock.CheckTilePermission(args.Player, x, y, true) ||
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TShock.CheckRangePermission(args.Player, x, y))
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!args.Player.IsInRange(x, y))
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{
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args.Player.SendData(PacketTypes.PaintWall, "", x, y, Main.tile[x, y].wallColor());
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return true;
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@ -3293,7 +3293,7 @@ namespace TShockAPI
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return true;
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}
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if (TShock.CheckRangePermission(args.Player, (int)position.X, (int)position.Y))
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if (!args.Player.IsInRange((int)position.X, (int)position.Y))
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{
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return true;
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}
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