Use TPlayer.autoActuate instead of IEnumerable.Any()
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1 changed files with 2 additions and 3 deletions
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@ -2047,7 +2047,7 @@ namespace TShockAPI
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}
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}
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// Using the actuation accessory can lead to actuator hacking
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// Using the actuation accessory can lead to actuator hacking
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if (TShock.Itembans.ItemIsBanned("Actuator", args.Player) && args.Player.Accessories.Any(accessory => accessory != null && accessory.stack > 0 && accessory.type == ItemID.ActuationAccessory))
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if (TShock.Itembans.ItemIsBanned("Actuator", args.Player) && args.Player.TPlayer.autoActuator)
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{
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{
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args.Player.SendTileSquare(tileX, tileY, 1);
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args.Player.SendTileSquare(tileX, tileY, 1);
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args.Player.SendErrorMessage("You do not have permission to place actuators.");
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args.Player.SendErrorMessage("You do not have permission to place actuators.");
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@ -2110,8 +2110,7 @@ namespace TShockAPI
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else if (action == EditAction.PlaceActuator)
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else if (action == EditAction.PlaceActuator)
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{
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{
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// If they aren't selecting the actuator and don't have the Presserator equipped, they're hacking.
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// If they aren't selecting the actuator and don't have the Presserator equipped, they're hacking.
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// ActuationAccessory = The Presserator
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if (selectedItem.type != ItemID.Actuator && !args.Player.TPlayer.autoActuator)
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if (selectedItem.type != ItemID.Actuator && !args.Player.Accessories.Any(accessory => accessory != null && accessory.stack > 0 && accessory.type == ItemID.ActuationAccessory))
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{
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{
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args.Player.SendTileSquare(tileX, tileY, 1);
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args.Player.SendTileSquare(tileX, tileY, 1);
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return true;
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return true;
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