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.
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3 changed files with 19 additions and 8 deletions
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@ -672,6 +672,10 @@ namespace TShockAPI
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{
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player.TilePlaceThreshold = 0;
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}
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if (player.RecentFuse >0)
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player.RecentFuse--;
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if (player.TileLiquidThreshold >= Config.TileLiquidThreshold)
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{
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player.Disable("Reached TileLiquid threshold.");
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