Some changes to projectile cheat detection

(Redigit actually listened to some of Zidonuke's requests)
This commit is contained in:
Deathmax 2012-01-19 21:38:42 +08:00
parent 55d7b78971
commit e06588a8de
3 changed files with 13 additions and 12 deletions

View file

@ -1514,15 +1514,15 @@ namespace TShockAPI
var dmg = args.Data.ReadInt16();
var owner = args.Data.ReadInt8();
var type = args.Data.ReadInt8();
var index = TShock.Utils.SearchProjectile(ident);
owner = (byte)args.Player.Index;
var index = TShock.Utils.SearchProjectile(ident, owner);
if (OnNewProjectile(ident, pos, vel, knockback, dmg, owner, type, index))
return true;
if (index > Main.maxProjectiles || index < 0)
{
return true;
return false;
}
if (args.Player.Index != owner)
@ -1577,22 +1577,23 @@ namespace TShockAPI
{
var ident = args.Data.ReadInt16();
var owner = args.Data.ReadInt8();
var index = TShock.Utils.SearchProjectile(ident);
owner = (byte)args.Player.Index;
var index = TShock.Utils.SearchProjectile(ident, owner);
if (index > Main.maxProjectiles || index < 0)
{
return true;
return false;
}
var type = Main.projectile[index].type;
if (args.Player.Index != Main.projectile[index].owner && type != 102 && type != 100 && !TShock.Config.IgnoreProjKill) // workaround for skeletron prime projectiles
// Players can no longer destroy projectiles that are not theirs as of 1.1.2
/*if (args.Player.Index != Main.projectile[index].owner && type != 102 && type != 100 && !TShock.Config.IgnoreProjKill) // workaround for skeletron prime projectiles
{
args.Player.Disable("Owner and player ID does not match to kill projectile");
args.Player.RemoveProjectile(ident, owner);
return true;
}
}*/
if (TShock.CheckIgnores(args.Player))
{