Fix for trap doors. Also add in protection in the tile conversion logic to not needless trigger sendtilesquare. Remove existing trapdoor bypass.
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fa0d561a21
commit
3075708c96
1 changed files with 13 additions and 10 deletions
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@ -1719,15 +1719,7 @@ namespace TShockAPI
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var tileX = args.Data.ReadInt16();
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var tileY = args.Data.ReadInt16();
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bool isTrapdoor = false;
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if (Main.tile[tileX, tileY].type == TileID.TrapdoorClosed
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|| Main.tile[tileX, tileY].type == TileID.TrapdoorOpen)
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{
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isTrapdoor = true;
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}
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if (args.Player.HasPermission(Permissions.allowclientsideworldedit) && !isTrapdoor)
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if (args.Player.HasPermission(Permissions.allowclientsideworldedit))
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return false;
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if (OnSendTileSquare(size, tileX, tileY))
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@ -1826,7 +1818,7 @@ namespace TShockAPI
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changed = true;
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}
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if (tile.active() && newtile.Active)
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if (tile.active() && newtile.Active && tile.type != newtile.Type)
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{
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// Grass <-> Grass
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if ((TileID.Sets.Conversion.Grass[tile.type] && TileID.Sets.Conversion.Grass[newtile.Type]) ||
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@ -1859,6 +1851,17 @@ namespace TShockAPI
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Main.tile[realx, realy].wall = newtile.Wall;
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changed = true;
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}
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if ((tile.type == TileID.TrapdoorClosed && (newtile.Type == TileID.TrapdoorOpen || !newtile.Active)) ||
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(tile.type == TileID.TrapdoorOpen && (newtile.Type == TileID.TrapdoorClosed || !newtile.Active)) ||
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(!tile.active() && newtile.Active && (newtile.Type == TileID.TrapdoorOpen||newtile.Type == TileID.TrapdoorClosed)))
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{
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Main.tile[realx, realy].type = newtile.Type;
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Main.tile[realx, realy].frameX = newtile.FrameX;
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Main.tile[realx, realy].frameY = newtile.FrameY;
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Main.tile[realx, realy].active(newtile.Active);
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changed = true;
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}
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}
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}
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