Fix for skeletron prime disabling players.
New config option to ignore crystal shrapnel for projectile updates.
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2 changed files with 22 additions and 5 deletions
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@ -175,6 +175,9 @@ namespace TShockAPI
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[Description("Disable a player if they exceed this number of projectile new within 1 second.")] public int
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ProjectileThreshold = 50;
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[Description("Ignore shrapnel from crystal bullets for Projectile Threshold.")] public bool
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ProjIgnoreShrapnel = true;
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[Description("Require all players to register or login before being allowed to play.")] public bool RequireLogin;
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[Description(
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@ -200,7 +203,7 @@ namespace TShockAPI
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[Description("The maximum damage a projectile can inflict")] public int MaxProjDamage = 175;
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[Description("Ignores checking to see if player 'can' update a projectile")] public bool IgnoreProjUpdate = false;
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[Description("Ignores checking to see if player 'can' kill a projectile")] public bool IgnoreProjKill = false;
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[Description("Ignores all no clip checks for players")] public bool IgnoreNoClip = false;
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@ -1916,8 +1916,15 @@ namespace TShockAPI
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if (!TShock.Config.IgnoreProjUpdate && TShock.CheckProjectilePermission(args.Player, index, type))
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{
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args.Player.Disable("Does not have projectile permission to update projectile.");
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args.Player.RemoveProjectile(ident, owner);
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if (type == 100)
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{ //fix for skele prime
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Log.Debug("Skeletron Prime's death laser ignored for cheat detection..");
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}
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else
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{
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args.Player.Disable("Does not have projectile permission to update projectile.");
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args.Player.RemoveProjectile(ident, owner);
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}
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return true;
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}
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@ -1936,7 +1943,14 @@ namespace TShockAPI
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if (!args.Player.Group.HasPermission(Permissions.ignoreprojectiledetection))
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{
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args.Player.ProjectileThreshold++;
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if ((type ==90) && (TShock.Config.ProjIgnoreShrapnel))// ignore shrapnel
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{
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Log.Debug("Ignoring shrapnel per config..");
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}
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else
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{
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args.Player.ProjectileThreshold++;
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}
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}
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return false;
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@ -2594,4 +2608,4 @@ namespace TShockAPI
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return false;
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}
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}
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}
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}
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