Added comments to help other developers understand what I used and why
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@ -1096,7 +1096,15 @@ namespace TShockAPI
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return;
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}
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if (TShock.Config.Settings.DisableModifiedZenith && type == ProjectileID.FinalFractal && (ai[0] < -100 || ai[0] > 101 ) && !Terraria.Graphics.FinalFractalHelper._fractalProfiles.ContainsKey((int)ai[1]))
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/*
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* ai - Arguments that Projectile.AI uses for easier projectile control.
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* ai[0] - Distance from player (Doesn't affect the result very much)
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* ai[1] - The identifier of the object that will fly.
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*
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* FinalFractalHelper._fractalProfiles - A list of items that must be used in Zenith. (And also their colors)
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* If you add an item to this collection, it will also fly in the Zenith. (not active from server)
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*/
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if (TShock.Config.Settings.DisableModifiedZenith && type == ProjectileID.FinalFractal && (ai[0] < -100 || ai[0] > 101) && !Terraria.Graphics.FinalFractalHelper._fractalProfiles.ContainsKey((int)ai[1]))
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{
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TShock.Log.ConsoleDebug("Bouncer / OnNewProjectile rejected from bouncer modified Zenith projectile from {0}.", args.Player.Name);
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args.Player.RemoveProjectile(ident, owner);
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