Don't allow players to sync loadout index whilst disabled
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4382cd8086
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1 changed files with 23 additions and 1 deletions
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@ -162,7 +162,8 @@ namespace TShockAPI
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{ PacketTypes.LandGolfBallInCup, HandleLandGolfBallInCup },
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{ PacketTypes.LandGolfBallInCup, HandleLandGolfBallInCup },
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{ PacketTypes.FishOutNPC, HandleFishOutNPC },
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{ PacketTypes.FishOutNPC, HandleFishOutNPC },
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{ PacketTypes.FoodPlatterTryPlacing, HandleFoodPlatterTryPlacing },
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{ PacketTypes.FoodPlatterTryPlacing, HandleFoodPlatterTryPlacing },
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{ PacketTypes.SyncCavernMonsterType, HandleSyncCavernMonsterType }
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{ PacketTypes.SyncCavernMonsterType, HandleSyncCavernMonsterType },
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{ PacketTypes.SyncLoadout, HandleSyncLoadout }
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};
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};
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}
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}
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@ -4325,6 +4326,27 @@ namespace TShockAPI
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return true;
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return true;
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}
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}
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private static bool HandleSyncLoadout(GetDataHandlerArgs args)
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{
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var playerIndex = args.Data.ReadInt8();
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var loadoutIndex = args.Data.ReadInt8();
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// When syncing a player's own loadout index, they then sync it back to us...
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// So let's only care if the index has actually changed, otherwise we might end up in a loop...
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if (loadoutIndex == args.TPlayer.CurrentLoadoutIndex)
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return false;
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if (args.Player.IsBeingDisabled())
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{
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TShock.Log.ConsoleDebug("GetDataHandlers / HandleSyncLoadout rejected loadout index sync {0}", args.Player.Name);
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NetMessage.SendData((int)PacketTypes.SyncLoadout, number: args.Player.Index, number2: args.TPlayer.CurrentLoadoutIndex);
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return true;
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}
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return false;
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}
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public enum DoorAction
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public enum DoorAction
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{
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{
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OpenDoor = 0,
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OpenDoor = 0,
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