Implement re-transmit of data if event handled in OnTilEdit
Thanks to the suggestion of @bartico6, we now re-transmit packets of world data to prevent desync issues with respect to stopping a server action but not fixing the client's view of the world.
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1 changed files with 5 additions and 1 deletions
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@ -300,6 +300,7 @@ namespace TShockAPI
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if (!TShock.Utils.TilePlacementValid(tileX, tileY))
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if (!TShock.Utils.TilePlacementValid(tileX, tileY))
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{
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{
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args.Player.SendTileSquare(tileX, tileY, 4);
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args.Handled = true;
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args.Handled = true;
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return;
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return;
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}
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}
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@ -312,6 +313,7 @@ namespace TShockAPI
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if (args.Player.Dead && TShock.Config.PreventDeadModification)
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if (args.Player.Dead && TShock.Config.PreventDeadModification)
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{
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{
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args.Player.SendTileSquare(tileX, tileY, 4);
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args.Handled = true;
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args.Handled = true;
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return;
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return;
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}
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}
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@ -377,6 +379,7 @@ namespace TShockAPI
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return;
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return;
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}
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}
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// TODO: REMOVE. This does NOT look like Bouncer code.
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if (args.Player.AwaitingTempPoint > 0)
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if (args.Player.AwaitingTempPoint > 0)
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{
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{
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args.Player.TempPoints[args.Player.AwaitingTempPoint - 1].X = tileX;
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args.Player.TempPoints[args.Player.AwaitingTempPoint - 1].X = tileX;
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@ -656,7 +659,8 @@ namespace TShockAPI
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}
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}
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// Why 0.2?
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// Why 0.2?
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// @bartico6: Because heal other player only happens when you are using the spectre armor with the hood, and the healing you can do with that is 20% of your damage.
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// @bartico6: Because heal other player only happens when you are using the spectre armor with the hood,
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// and the healing you can do with that is 20% of your damage.
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if (amount > TShock.Config.MaxDamage * 0.2)
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if (amount > TShock.Config.MaxDamage * 0.2)
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{
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{
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args.Player.Disable("HealOtherPlayer cheat attempt!", DisableFlags.WriteToLogAndConsole);
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args.Player.Disable("HealOtherPlayer cheat attempt!", DisableFlags.WriteToLogAndConsole);
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