Seems to fix the client crash on TP glitch.
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@ -143,6 +143,7 @@ namespace TShockAPI
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Main.spawnTileX = tileX;
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Main.spawnTileX = tileX;
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Main.spawnTileY = tileY;
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Main.spawnTileY = tileY;
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SendData(PacketTypes.WorldInfo);
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SendData(PacketTypes.WorldInfo);
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SendTileSquare(tileX, tileY, 30);
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if (TPlayer.SpawnX >= 0 && TPlayer.SpawnY >= 0)
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if (TPlayer.SpawnX >= 0 && TPlayer.SpawnY >= 0)
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{
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{
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Main.tile[TPlayer.SpawnX, TPlayer.SpawnY].active = false;
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Main.tile[TPlayer.SpawnX, TPlayer.SpawnY].active = false;
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