Make bouncer compile. Reduce range checks.

This commit is contained in:
Olink 2020-05-24 03:54:27 -04:00
parent fecdb755ff
commit 3b0c5f7775

View file

@ -1307,11 +1307,11 @@ namespace TShockAPI
lock (args.Player.RecentlyCreatedProjectiles)
{
var keys = projectileCreatesLiquid.Where(k => k.Value == type).Select(k => k.Key);
var recentBombs = args.Player.RecentlyCreatedProjectiles.Where(keys.Contains(Main.projectile[p.Index].type));
wasThereABombNearby = recentBombs.Any(r => (args.TileX > (Main.projectile[r.Index].position.X / 16.0f) - 32
&& args.TileX < (Main.projectile[r.Index].position.X / 16.0f) + 32)
&& (args.TileY > (Main.projectile[r.Index].position.Y / 16.0f) - 32
&& args.TileY < (Main.projectile[r.Index].position.Y / 16.0f) + 32));
var recentBombs = args.Player.RecentlyCreatedProjectiles.Where(p => keys.Contains(Main.projectile[p.Index].type));
wasThereABombNearby = recentBombs.Any(r => (args.TileX > (Main.projectile[r.Index].position.X / 16.0f) - 16
&& args.TileX < (Main.projectile[r.Index].position.X / 16.0f) + 16)
&& (args.TileY > (Main.projectile[r.Index].position.Y / 16.0f) - 16
&& args.TileY < (Main.projectile[r.Index].position.Y / 16.0f) + 16));
}
// Liquid anti-cheat