Use ad hoc checks for world boundary instead
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1 changed files with 3 additions and 4 deletions
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@ -157,9 +157,8 @@ namespace TShockAPI.Handlers
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int realY = tileY + y;
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// Do not process tiles outside of the world boundaries
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// The hidden world strip is 40 tiles wide/tall, use 10 instead just to be safe to avoid off-by-one errors
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if ((realX < 10 || realX >= Main.maxTilesX - 10)
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|| (realY < 10 || realY > Main.maxTilesY - 10))
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if ((realX < 0 || realX >= Main.maxTilesX)
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|| (realY < 0 || realY > Main.maxTilesY))
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{
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processed[x, y] = true;
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continue;
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@ -351,7 +350,7 @@ namespace TShockAPI.Handlers
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))
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{
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UpdateServerTileState(tile, newTile, TileDataType.Tile);
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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
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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
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{
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WorldGen.KillTile(realX, realY + 1);
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}
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