Added a check to see if player has recently lit a fuse

This will prevent cheat detection from wrongly triggering if the player uses a fused explosive and quickly switches to another weapon before the explosive detonates.

I also commented out a block where we force explosives server-side, this would usually cause dynamite to explode in the wrong position when it bounced around too much.
This commit is contained in:
k0rd 2013-09-30 06:45:33 -04:00
parent 6e29a3b0ca
commit 584950bc6f
3 changed files with 19 additions and 8 deletions

View file

@ -672,6 +672,10 @@ namespace TShockAPI
{
player.TilePlaceThreshold = 0;
}
if (player.RecentFuse >0)
player.RecentFuse--;
if (player.TileLiquidThreshold >= Config.TileLiquidThreshold)
{
player.Disable("Reached TileLiquid threshold.");