Workaround for Skeletron Prime's projectiles triggering disables.
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1 changed files with 3 additions and 3 deletions
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@ -1595,9 +1595,9 @@ namespace TShockAPI
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return true;
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}
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int type = Main.projectile[index].type;
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var type = Main.projectile[index].type;
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if (args.Player.Index != Main.projectile[index].owner)
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if (args.Player.Index != Main.projectile[index].owner && type != 102 && type != 100) // workaround for skeletron prime projectiles
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{
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args.Player.Disable();
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args.Player.RemoveProjectile(ident, owner);
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@ -1610,7 +1610,7 @@ namespace TShockAPI
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return true;
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}
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if (TShock.CheckProjectilePermission(args.Player, index, type))
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if (TShock.CheckProjectilePermission(args.Player, index, type) && type != 102 && type != 100)
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{
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args.Player.Disable();
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args.Player.RemoveProjectile(ident, owner);
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