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.
This commit is contained in:
Tyler Watson 2015-11-26 18:39:37 +10:00
parent e00667656c
commit 556a5ca560

View file

@ -2688,7 +2688,7 @@ namespace TShockAPI
{
// Denotes that the player has recently set a fuse - used for cheat detection.
args.Player.RecentFuse = 10;
return true;
//return true;
}
return false;