Use ad hoc checks for world boundary instead

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punchready 2022-10-19 05:26:07 +02:00 committed by GitHub
parent 4e542d6ef6
commit 25500bcccc
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@ -157,9 +157,8 @@ namespace TShockAPI.Handlers
int realY = tileY + y; int realY = tileY + y;
// Do not process tiles outside of the world boundaries // Do not process tiles outside of the world boundaries
// The hidden world strip is 40 tiles wide/tall, use 10 instead just to be safe to avoid off-by-one errors if ((realX < 0 || realX >= Main.maxTilesX)
if ((realX < 10 || realX >= Main.maxTilesX - 10) || (realY < 0 || realY > Main.maxTilesY))
|| (realY < 10 || realY > Main.maxTilesY - 10))
{ {
processed[x, y] = true; processed[x, y] = true;
continue; continue;
@ -351,7 +350,7 @@ namespace TShockAPI.Handlers
)) ))
{ {
UpdateServerTileState(tile, newTile, TileDataType.Tile); UpdateServerTileState(tile, newTile, TileDataType.Tile);
if (TileID.Sets.IsVine[Main.tile[realX, realY + 1].type]) // vanilla does in theory break the vines on its own, but we can't trust that if (WorldGen.InWorld(realX, realY + 1) && TileID.Sets.IsVine[Main.tile[realX, realY + 1].type]) // vanilla does in theory break the vines on its own, but we can't trust that
{ {
WorldGen.KillTile(realX, realY + 1); WorldGen.KillTile(realX, realY + 1);
} }