Bombs, Dynamites and stickies work again
There is cheat detection code in GetDataHandlers.cs that checks a fuse that will prevent people spawning new bomb projectiles until the fuse has expired. The issue is that 1) the fuse isn't getting compared, blocking all bomb projectiles, and 2) The TileKill still happens clientside, so all clients see invisible bombs and tiles getting destroyed regardless. Removing the 'return true' code here resolves the problem, and doesn't interfere with the fuse logic. Fixes #1095.
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@ -2688,7 +2688,7 @@ namespace TShockAPI
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{
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// Denotes that the player has recently set a fuse - used for cheat detection.
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args.Player.RecentFuse = 10;
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return true;
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//return true;
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}
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return false;
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