Regions can now be defined in any direction.
Fixed column names are now in the insert. This should fix any weirdness with column order.
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parent
f90b530531
commit
4dae27001c
4 changed files with 33 additions and 108 deletions
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@ -289,33 +289,13 @@ namespace TShockAPI
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return true;
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}
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if (args.Player.AwaitingTemp1)
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if (args.Player.AwaitingTempPoint > 0)
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{
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args.Player.TempArea.X = x;
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args.Player.TempArea.Y = y;
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args.Player.SendMessage("Set Temp Point 1", Color.Yellow);
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args.Player.TempPoints[args.Player.AwaitingTempPoint - 1].X = x;
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args.Player.TempPoints[args.Player.AwaitingTempPoint - 1].Y = y;
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args.Player.SendMessage("Set Temp Point " + args.Player.AwaitingTempPoint, Color.Yellow);
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args.Player.SendTileSquare(x, y);
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args.Player.AwaitingTemp1 = false;
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return true;
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}
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if (args.Player.AwaitingTemp2)
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{
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if (x > args.Player.TempArea.X && y > args.Player.TempArea.Y)
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{
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args.Player.TempArea.Width = x - args.Player.TempArea.X;
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args.Player.TempArea.Height = y - args.Player.TempArea.Y;
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args.Player.SendMessage("Set Temp Point 2", Color.Yellow);
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args.Player.SendTileSquare(x, y);
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args.Player.AwaitingTemp2 = false;
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}
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else
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{
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args.Player.SendMessage("Point 2 must be below and right of Point 1", Color.Yellow);
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args.Player.SendMessage("Use /region clear to start again", Color.Yellow);
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args.Player.SendTileSquare(x, y);
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args.Player.AwaitingTemp2 = false;
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}
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args.Player.AwaitingTempPoint = 0;
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return true;
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}
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@ -615,44 +595,6 @@ namespace TShockAPI
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if (tilex < 0 || tilex >= Main.maxTilesX || tiley < 0 || tiley >= Main.maxTilesY)
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return false;
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if (args.Player.AwaitingName)
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{
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args.Player.SendMessage("Region Name: " + TShock.Regions.InAreaRegionName(tilex, tiley), Color.Yellow);
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args.Player.SendTileSquare(tilex, tiley);
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args.Player.AwaitingName = false;
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return true;
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}
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if (args.Player.AwaitingTemp1)
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{
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args.Player.TempArea.X = tilex;
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args.Player.TempArea.Y = tiley;
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args.Player.SendMessage("Set Temp Point 1", Color.Yellow);
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args.Player.SendTileSquare(tilex, tiley);
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args.Player.AwaitingTemp1 = false;
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return true;
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}
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if (args.Player.AwaitingTemp2)
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{
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if (tilex > args.Player.TempArea.X && tiley > args.Player.TempArea.Y)
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{
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args.Player.TempArea.Width = tilex - args.Player.TempArea.X;
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args.Player.TempArea.Height = tiley - args.Player.TempArea.Y;
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args.Player.SendMessage("Set Temp Point 2", Color.Yellow);
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args.Player.SendTileSquare(tilex, tiley);
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args.Player.AwaitingTemp2 = false;
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}
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else
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{
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args.Player.SendMessage("Point 2 must be below and right of Point 1", Color.Yellow);
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args.Player.SendMessage("Use /region clear to start again", Color.Yellow);
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args.Player.SendTileSquare(tilex, tiley);
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args.Player.AwaitingTemp2 = false;
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}
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return true;
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}
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if (Main.tile[tilex, tiley].type != 0x15 && (!Tools.MaxChests() && Main.tile[tilex, tiley].type != 0)) //Chest
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{
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Log.Debug(string.Format("TileKill(TileXY:{0}_{1}, Type:{2})",
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