diff --git a/TShockAPI/Commands.cs b/TShockAPI/Commands.cs index 20c21f26..d1b1f32c 100644 --- a/TShockAPI/Commands.cs +++ b/TShockAPI/Commands.cs @@ -37,6 +37,8 @@ using OTAPI.Tile; using TShockAPI.Localization; using System.Text.RegularExpressions; using Terraria.DataStructures; +using Terraria.GameContent.Creative; +using static Terraria.GameContent.Creative.CreativePowers; namespace TShockAPI { @@ -6445,6 +6447,10 @@ namespace TShockAPI playerToGod.GodMode = !playerToGod.GodMode; + var god_power = CreativePowerManager.Instance.GetPower(); + + god_power.SetEnabledState(playerToGod.Index, playerToGod.GodMode); + if (playerToGod == args.Player) { args.Player.SendSuccessMessage(string.Format("You are {0} in god mode.", args.Player.GodMode ? "now" : "no longer")); diff --git a/TShockAPI/GetDataHandlers.cs b/TShockAPI/GetDataHandlers.cs index deac632f..879e02ce 100644 --- a/TShockAPI/GetDataHandlers.cs +++ b/TShockAPI/GetDataHandlers.cs @@ -2571,10 +2571,6 @@ namespace TShockAPI args.Player.PlayerData.maxHealth = max; } - if (args.Player.GodMode && (cur < max)) - { - args.Player.Heal(args.TPlayer.statLifeMax2); - } return false; } @@ -3733,12 +3729,6 @@ namespace TShockAPI if (OnPlayerDamage(args.Player, args.Data, id, direction, dmg, pvp, crit, playerDeathReason)) return true; - if (TShock.Players[id].GodMode) - { - TShock.Log.ConsoleDebug("GetDataHandlers / HandlePlayerDamageV2 rejected (god mode on) {0}", args.Player.Name); - TShock.Players[id].Heal(args.TPlayer.statLifeMax); - } - return false; } diff --git a/TShockAPI/TShock.cs b/TShockAPI/TShock.cs index 52bef011..211efbc5 100644 --- a/TShockAPI/TShock.cs +++ b/TShockAPI/TShock.cs @@ -44,6 +44,7 @@ using TShockAPI.Sockets; using TShockAPI.CLI; using TShockAPI.Localization; using TShockAPI.Configuration; +using Terraria.GameContent.Creative; namespace TShockAPI { @@ -1216,6 +1217,23 @@ namespace TShockAPI Players[args.Who] = null; + //Reset toggle creative powers to default, preventing potential power transfer & desync on another user occupying this slot later. + + foreach(var kv in CreativePowerManager.Instance._powersById) + { + var power = kv.Value; + + //No need to reset sliders - those are reset manually by the game, most likely an oversight that toggles don't receive this treatment. + + if (power is CreativePowers.APerPlayerTogglePower toggle) + { + if (toggle._perPlayerIsEnabled[args.Who] == toggle._defaultToggleState) + continue; + + toggle.SetEnabledState(args.Who, toggle._defaultToggleState); + } + } + if (tsplr.ReceivedInfo) { if (!tsplr.SilentKickInProgress && tsplr.State >= 3)