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// the player has not changed his spawnpoint yet, so we assert the server-saved spawnpoint
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// the player has not changed his spawnpoint yet, so we assert the server-saved spawnpoint
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// by teleporting the player instead of letting the game use the client's incorrect spawnpoint.
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TShock.Log.ConsoleDebug(GetString("GetDataHandlers / HandleSpawn force ssc teleport for {0} at ({1},{2})",args.Player.Name,args.TPlayer.SpawnX,args.TPlayer.SpawnY));
TShock.Log.ConsoleDebug(GetString("GetDataHandlers / HandleTeleport rejected rod type {0} {1}",args.Player.Name,type));
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args.Player.SendErrorMessage(GetString("You do not have permission to teleport using items."));// Was going to write using RoD but Hook of Disonnance and Potion of Return both use the same teleport packet as RoD.
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args.Player.SendErrorMessage(GetString("You do not have permission to teleport using items."));// Was going to write using RoD but Hook of Disonnance and Potion of Return both use the same teleport packet as RoD.
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args.Player.Teleport(args.TPlayer.position.X,args.TPlayer.position.Y);// Suggest renaming rod permission unless someone plans to add separate perms for the other 2 tp items.
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