diff --git a/CHANGELOG.md b/CHANGELOG.md index bf3dfed3..c1ca3a79 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -16,6 +16,7 @@ This is the rolling changelog for TShock for Terraria. Use past tense when addin * Fixed `TSPlayer.GiveItem` not working if the player is in lava. (@gohjoseph) * Only allow using Teleportation Potions, Magic Conch, and Demon Conch whilst holding them. (@drunderscore) * Updated server startup language to be more clear when encountering a fatal startup error. Now, the server gives more context as to what happened so that there's a better chance of people being able to help themselves. (@hakusaro) +* Fixed Bouncer rejecting Explosive Bunny critter release when using the Bunny Cannon, if the player had since stopped selecting the Explosive Bunny. (@drunderscore) ## TShock 4.5.17 * Fixed duplicate characters (twins) after repeatedly logging in as the same character due to connection not being immediately closed during `NetHooks_NameCollision`. (@gohjoseph) diff --git a/TShockAPI/Bouncer.cs b/TShockAPI/Bouncer.cs index dae66461..e9ed119f 100644 --- a/TShockAPI/Bouncer.cs +++ b/TShockAPI/Bouncer.cs @@ -1858,14 +1858,48 @@ namespace TShockAPI return; } - // if released npc not from its item (from crafted packet) - // e.g. using bunny item to release golden bunny - if (args.Player.TPlayer.lastVisualizedSelectedItem.makeNPC != type && args.Player.TPlayer.lastVisualizedSelectedItem.placeStyle != style) + void rejectForCritterNotReleasedFromItem() { TShock.Log.ConsoleDebug("Bouncer / OnReleaseNPC released different critter from {0}", args.Player.Name); args.Player.Kick("Released critter was not from its item.", true); args.Handled = true; - return; + } + + // if released npc not from its item (from crafted packet) + // e.g. using bunny item to release golden bunny + if (args.Player.TPlayer.lastVisualizedSelectedItem.makeNPC != type || args.Player.TPlayer.lastVisualizedSelectedItem.placeStyle != style) + { + // If the critter is an Explosive Bunny, check if we've recently created an Explosive Bunny projectile. + // If we have, check if the critter we are trying to create is within range of the projectile + // If we have at least one of those, then this wasn't a crafted packet, but simply a delayed critter release from an + // Explosive Bunny projectile. + if (type == NPCID.ExplosiveBunny) + { + bool areAnyBunnyProjectilesInRange; + + lock (args.Player.RecentlyCreatedProjectiles) + { + areAnyBunnyProjectilesInRange = args.Player.RecentlyCreatedProjectiles.Any(projectile => + { + if (projectile.Type != ProjectileID.ExplosiveBunny) + return false; + + var projectileInstance = Main.projectile[projectile.Index]; + return projectileInstance.active && projectileInstance.WithinRange(new Vector2(args.X, args.Y), 32.0f); + }); + } + + if (!areAnyBunnyProjectilesInRange) + { + rejectForCritterNotReleasedFromItem(); + return; + } + } + else + { + rejectForCritterNotReleasedFromItem(); + return; + } } if (args.Player.IsBouncerThrottled())