Saving work to apply merge changes

Currently moving .name to .Name and things like that from Item
This commit is contained in:
Lucas Nicodemus 2017-04-19 17:12:38 -06:00
parent d50fa2fbc4
commit 2a5efa65ae
No known key found for this signature in database
GPG key ID: CEE668CCE1BF2C7C
7 changed files with 54 additions and 45 deletions

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@ -340,43 +340,43 @@ namespace TShockAPI
float slot = 0f;
for (int k = 0; k < NetItem.InventorySlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].inventory[k].name, player.Index, slot, (float)Main.player[player.Index].inventory[k].prefix);
NetMessage.SendData(5, -1, -1, Main.player[player.Index].inventory[k].Name, player.Index, slot, (float)Main.player[player.Index].inventory[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.ArmorSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].armor[k].name, player.Index, slot, (float)Main.player[player.Index].armor[k].prefix);
NetMessage.SendData(5, -1, -1, Main.player[player.Index].armor[k].Name, player.Index, slot, (float)Main.player[player.Index].armor[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.DyeSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].dye[k].name, player.Index, slot, (float)Main.player[player.Index].dye[k].prefix);
NetMessage.SendData(5, -1, -1, Main.player[player.Index].dye[k].Name, player.Index, slot, (float)Main.player[player.Index].dye[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.MiscEquipSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].miscEquips[k].name, player.Index, slot, (float)Main.player[player.Index].miscEquips[k].prefix);
NetMessage.SendData(5, -1, -1, Main.player[player.Index].miscEquips[k].Name, player.Index, slot, (float)Main.player[player.Index].miscEquips[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.MiscDyeSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].miscDyes[k].name, player.Index, slot, (float)Main.player[player.Index].miscDyes[k].prefix);
NetMessage.SendData(5, -1, -1, Main.player[player.Index].miscDyes[k].Name, player.Index, slot, (float)Main.player[player.Index].miscDyes[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.PiggySlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].bank.item[k].name, player.Index, slot, (float)Main.player[player.Index].bank.item[k].prefix);
NetMessage.SendData(5, -1, -1, Main.player[player.Index].bank.item[k].Name, player.Index, slot, (float)Main.player[player.Index].bank.item[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.SafeSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].bank2.item[k].name, player.Index, slot, (float)Main.player[player.Index].bank2.item[k].prefix);
NetMessage.SendData(5, -1, -1, Main.player[player.Index].bank2.item[k].Name, player.Index, slot, (float)Main.player[player.Index].bank2.item[k].prefix);
slot++;
}
NetMessage.SendData(5, -1, -1, Main.player[player.Index].trashItem.name, player.Index, slot++, (float)Main.player[player.Index].trashItem.prefix);
NetMessage.SendData(5, -1, -1, Main.player[player.Index].trashItem.Name, player.Index, slot++, (float)Main.player[player.Index].trashItem.prefix);
for (int k = 0; k < NetItem.ForgeSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].bank3.item[k].name, player.Index, slot, (float)Main.player[player.Index].bank3.item[k].prefix);
NetMessage.SendData(5, -1, -1, Main.player[player.Index].bank3.item[k].Name, player.Index, slot, (float)Main.player[player.Index].bank3.item[k].prefix);
slot++;
}
@ -388,43 +388,43 @@ namespace TShockAPI
slot = 0f;
for (int k = 0; k < NetItem.InventorySlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].inventory[k].name, player.Index, slot, (float)Main.player[player.Index].inventory[k].prefix);
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].inventory[k].Name, player.Index, slot, (float)Main.player[player.Index].inventory[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.ArmorSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].armor[k].name, player.Index, slot, (float)Main.player[player.Index].armor[k].prefix);
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].armor[k].Name, player.Index, slot, (float)Main.player[player.Index].armor[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.DyeSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].dye[k].name, player.Index, slot, (float)Main.player[player.Index].dye[k].prefix);
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].dye[k].Name, player.Index, slot, (float)Main.player[player.Index].dye[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.MiscEquipSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].miscEquips[k].name, player.Index, slot, (float)Main.player[player.Index].miscEquips[k].prefix);
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].miscEquips[k].Name, player.Index, slot, (float)Main.player[player.Index].miscEquips[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.MiscDyeSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].miscDyes[k].name, player.Index, slot, (float)Main.player[player.Index].miscDyes[k].prefix);
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].miscDyes[k].Name, player.Index, slot, (float)Main.player[player.Index].miscDyes[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.PiggySlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].bank.item[k].name, player.Index, slot, (float)Main.player[player.Index].bank.item[k].prefix);
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].bank.item[k].Name, player.Index, slot, (float)Main.player[player.Index].bank.item[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.SafeSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].bank2.item[k].name, player.Index, slot, (float)Main.player[player.Index].bank2.item[k].prefix);
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].bank2.item[k].Name, player.Index, slot, (float)Main.player[player.Index].bank2.item[k].prefix);
slot++;
}
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].trashItem.name, player.Index, slot++, (float)Main.player[player.Index].trashItem.prefix);
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].trashItem.Name, player.Index, slot++, (float)Main.player[player.Index].trashItem.prefix);
for (int k = 0; k < NetItem.ForgeSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].bank3.item[k].name, player.Index, slot, (float)Main.player[player.Index].bank3.item[k].prefix);
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].bank3.item[k].Name, player.Index, slot, (float)Main.player[player.Index].bank3.item[k].prefix);
slot++;
}