fix(Bouncer): remove holding a Portal Gun check
* Portal Gun Station also shoot Portal Gun Bolt
This commit is contained in:
parent
539d8194b4
commit
9de7ce6957
1 changed files with 0 additions and 12 deletions
|
|
@ -1308,18 +1308,6 @@ namespace TShockAPI
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// If the created projectile is a Portal Gun Bolt but the player isn't holding a Portal Gun,
|
|
||||||
// reject the projectile as this indicates potential cheating.
|
|
||||||
if (type == ProjectileID.PortalGunBolt)
|
|
||||||
{
|
|
||||||
if (args.Player.SelectedItem.type != ItemID.PortalGun)
|
|
||||||
{
|
|
||||||
TShock.Log.ConsoleDebug(GetString("Bouncer / OnNewProjectile rejected from portal gun bolt from {0} (not holding portal gun)", args.Player.Name));
|
|
||||||
args.Player.RemoveProjectile(ident, owner);
|
|
||||||
args.Handled = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Portal Gun Gate projectiles must meet several validation criteria:
|
// Portal Gun Gate projectiles must meet several validation criteria:
|
||||||
// 1. The angle must be within valid discrete directions (45 degree increments)
|
// 1. The angle must be within valid discrete directions (45 degree increments)
|
||||||
// 2. Must have an active PortalGunBolt projectile associated
|
// 2. Must have an active PortalGunBolt projectile associated
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue