Update /godmode to use JourneyMode Godmode power.
- Previous Bouncer checks for GodMode (namely, Hurt) were removed. - The command now uses the GodmodePower from core Terraria - The toggle powers (which this command will now make use of) are now reset on disconnect to prevent accidentally "gifting" godmode to an unsuspecting player.
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3 changed files with 24 additions and 10 deletions
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@ -37,6 +37,8 @@ using OTAPI.Tile;
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using TShockAPI.Localization;
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using System.Text.RegularExpressions;
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using Terraria.DataStructures;
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using Terraria.GameContent.Creative;
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using static Terraria.GameContent.Creative.CreativePowers;
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namespace TShockAPI
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{
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@ -6445,6 +6447,10 @@ namespace TShockAPI
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playerToGod.GodMode = !playerToGod.GodMode;
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var god_power = CreativePowerManager.Instance.GetPower<GodmodePower>();
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god_power.SetEnabledState(playerToGod.Index, playerToGod.GodMode);
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if (playerToGod == args.Player)
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{
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args.Player.SendSuccessMessage(string.Format("You are {0} in god mode.", args.Player.GodMode ? "now" : "no longer"));
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@ -2571,10 +2571,6 @@ namespace TShockAPI
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args.Player.PlayerData.maxHealth = max;
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}
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if (args.Player.GodMode && (cur < max))
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{
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args.Player.Heal(args.TPlayer.statLifeMax2);
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}
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return false;
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}
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@ -3733,12 +3729,6 @@ namespace TShockAPI
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if (OnPlayerDamage(args.Player, args.Data, id, direction, dmg, pvp, crit, playerDeathReason))
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return true;
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if (TShock.Players[id].GodMode)
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{
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TShock.Log.ConsoleDebug("GetDataHandlers / HandlePlayerDamageV2 rejected (god mode on) {0}", args.Player.Name);
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TShock.Players[id].Heal(args.TPlayer.statLifeMax);
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}
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return false;
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}
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@ -44,6 +44,7 @@ using TShockAPI.Sockets;
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using TShockAPI.CLI;
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using TShockAPI.Localization;
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using TShockAPI.Configuration;
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using Terraria.GameContent.Creative;
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namespace TShockAPI
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{
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@ -1216,6 +1217,23 @@ namespace TShockAPI
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Players[args.Who] = null;
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//Reset toggle creative powers to default, preventing potential power transfer & desync on another user occupying this slot later.
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foreach(var kv in CreativePowerManager.Instance._powersById)
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{
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var power = kv.Value;
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//No need to reset sliders - those are reset manually by the game, most likely an oversight that toggles don't receive this treatment.
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if (power is CreativePowers.APerPlayerTogglePower toggle)
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{
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if (toggle._perPlayerIsEnabled[args.Who] == toggle._defaultToggleState)
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continue;
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toggle.SetEnabledState(args.Who, toggle._defaultToggleState);
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}
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}
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if (tsplr.ReceivedInfo)
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{
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if (!tsplr.SilentKickInProgress && tsplr.State >= 3)
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