Ignore projectile *updates* when checking threshold. Also removed the damage cap as the real max. damage is much higher, at around 23k
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2 changed files with 4 additions and 11 deletions
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@ -2480,13 +2480,13 @@ namespace TShockAPI
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if (!args.Player.Group.HasPermission(Permissions.ignoreprojectiledetection))
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{
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if ((type == 90) && (TShock.Config.ProjIgnoreShrapnel))// ignore shrapnel
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if (type == 90 && TShock.Config.ProjIgnoreShrapnel) // Ignore crystal shards
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{
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Log.Debug("Ignoring shrapnel per config..");
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}
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else
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else if (!Main.projectile[index].active)
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{
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args.Player.ProjectileThreshold++;
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args.Player.ProjectileThreshold++; // Creating new projectile
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}
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}
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@ -3080,13 +3080,6 @@ namespace TShockAPI
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var pvp = bits[0];
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var crit = bits[1];
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if (dmg > 12000) //Abnormal values have the potential to cause infinite loops in the server.
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{ //12000 because Skely Prime Head does 10339 or some bs during the day.
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TShock.Utils.ForceKick(args.Player, "Crash Exploit Attempt", true);
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Log.ConsoleError("Damage Exploit Attempt: Damage {0}", dmg);
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return false;
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}
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if (OnPlayerDamage(id, direction, dmg, pvp, crit))
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return true;
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@ -1 +1 @@
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Subproject commit ff80ea2bb89c8f0319f52b3c8f21664c9e51ef8e
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Subproject commit 3d3979e51e31528bb5faaeaca6df08004687a028
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