Oh. Need it on Kill Tile too.
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@ -578,6 +578,36 @@ namespace TShockAPI
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if (tilex < 0 || tilex >= Main.maxTilesX || tiley < 0 || tiley >= Main.maxTilesY)
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return false;
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if (args.Player.AwaitingTemp1)
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{
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args.Player.TempArea.X = tilex;
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args.Player.TempArea.Y = tiley;
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args.Player.SendMessage("Set Temp Point 1", Color.Yellow);
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args.Player.SendTileSquare(tilex, tiley);
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args.Player.AwaitingTemp1 = false;
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return true;
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}
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if (args.Player.AwaitingTemp2)
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{
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if (tilex > args.Player.TempArea.X && tiley > args.Player.TempArea.Y)
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{
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args.Player.TempArea.Width = tilex - args.Player.TempArea.X;
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args.Player.TempArea.Height = tiley - args.Player.TempArea.Y;
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args.Player.SendMessage("Set Temp Point 2", Color.Yellow);
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args.Player.SendTileSquare(tilex, tiley);
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args.Player.AwaitingTemp2 = false;
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}
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else
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{
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args.Player.SendMessage("Point 2 must be below and right of Point 1", Color.Yellow);
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args.Player.SendMessage("Use /region clear to start again", Color.Yellow);
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args.Player.SendTileSquare(tilex, tiley);
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args.Player.AwaitingTemp2 = false;
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}
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return true;
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}
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if (Main.tile[tilex, tiley].type != 0x15 && (!Tools.MaxChests() && Main.tile[tilex, tiley].type != 0)) //Chest
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{
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Log.Debug(string.Format("TileKill(TileXY:{0}_{1}, Type:{2})",
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