Fixed the minimum value that made the "Bouncer" not work properly
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1 changed files with 12 additions and 5 deletions
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@ -1083,12 +1083,17 @@ namespace TShockAPI
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return;
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return;
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}
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}
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/*if (
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(Projectile_MaxValuesAI.ContainsKey(type) &&
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(Projectile_MinValuesAI[type] > ai[0] || ai[0] < Projectile_MaxValuesAI[type])) ||
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(Projectile_MaxValuesAI2.ContainsKey(type) &&
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(Projectile_MinValuesAI2[type] > ai[1] || Projectile_MaxValuesAI2[type] < ai[1]))
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)*/
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if (
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if (
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(Projectile_MaxValuesAI.ContainsKey(type) &&
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(Projectile_MaxValuesAI.ContainsKey(type) &&
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(ai[0] > Projectile_MaxValuesAI[type] || ai[0] < Projectile_MinValuesAI[type])) ||
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(Projectile_MaxValuesAI[type] < ai[0] || Projectile_MinValuesAI[type] > ai[0])) ||
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(Projectile_MaxValuesAI2.ContainsKey(type) &&
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(Projectile_MaxValuesAI2.ContainsKey(type) &&
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(ai[1] > Projectile_MaxValuesAI2[type] || ai[1] < Projectile_MinValuesAI2[type]))
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(Projectile_MaxValuesAI2[type] < ai[1] || Projectile_MinValuesAI2[type] > ai[1]))
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)
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)
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{
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{
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TShock.Log.ConsoleDebug("Bouncer / OnNewProjectile rejected from bouncer modified AI from {0}.", args.Player.Name);
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TShock.Log.ConsoleDebug("Bouncer / OnNewProjectile rejected from bouncer modified AI from {0}.", args.Player.Name);
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@ -1097,6 +1102,8 @@ namespace TShockAPI
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return;
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return;
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}
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}
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if (!args.Player.HasPermission(Permissions.ignoreprojectiledetection))
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if (!args.Player.HasPermission(Permissions.ignoreprojectiledetection))
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{
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{
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if (type == ProjectileID.CrystalShard && TShock.Config.Settings.ProjIgnoreShrapnel) // Ignore crystal shards
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if (type == ProjectileID.CrystalShard && TShock.Config.Settings.ProjIgnoreShrapnel) // Ignore crystal shards
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@ -2524,8 +2531,8 @@ namespace TShockAPI
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};
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};
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private Dictionary<short, float> Projectile_MinValuesAI2 = new Dictionary<short, float> {
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private Dictionary<short, float> Projectile_MinValuesAI2 = new Dictionary<short, float> {
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{ 405, 0.8f },
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{ 405, 0f },
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{ 410, 0.6f },
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{ 410, 0f },
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{ 424, 0.5f },
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{ 424, 0.5f },
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{ 425, 0.5f },
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{ 425, 0.5f },
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