Workaround for Skeletron Prime's projectiles triggering disables.

This commit is contained in:
Deathmax 2012-01-13 17:41:14 +08:00
parent 51058c5060
commit a5aa923123

View file

@ -1595,9 +1595,9 @@ namespace TShockAPI
return true; return true;
} }
int type = Main.projectile[index].type; var type = Main.projectile[index].type;
if (args.Player.Index != Main.projectile[index].owner) if (args.Player.Index != Main.projectile[index].owner && type != 102 && type != 100) // workaround for skeletron prime projectiles
{ {
args.Player.Disable(); args.Player.Disable();
args.Player.RemoveProjectile(ident, owner); args.Player.RemoveProjectile(ident, owner);
@ -1610,7 +1610,7 @@ namespace TShockAPI
return true; return true;
} }
if (TShock.CheckProjectilePermission(args.Player, index, type)) if (TShock.CheckProjectilePermission(args.Player, index, type) && type != 102 && type != 100)
{ {
args.Player.Disable(); args.Player.Disable();
args.Player.RemoveProjectile(ident, owner); args.Player.RemoveProjectile(ident, owner);