diff --git a/TShockAPI/TSPlayer.cs b/TShockAPI/TSPlayer.cs
index 54824a6c..a6f10250 100755
--- a/TShockAPI/TSPlayer.cs
+++ b/TShockAPI/TSPlayer.cs
@@ -60,9 +60,9 @@ namespace TShockAPI
///
public int PaintThreshold { get; set; }
- ///
- /// The number of projectiles created by the player in the last second.
- ///
+ ///
+ /// The number of projectiles created by the player in the last second.
+ ///
public int ProjectileThreshold { get; set; }
///
@@ -83,14 +83,14 @@ namespace TShockAPI
public int sX = -1;
public int sY = -1;
- ///
- /// A queue of tiles destroyed by the player for reverting.
- ///
+ ///
+ /// A queue of tiles destroyed by the player for reverting.
+ ///
public Dictionary TilesDestroyed { get; protected set; }
- ///
- /// A queue of tiles placed by the player for reverting.
- ///
+ ///
+ /// A queue of tiles placed by the player for reverting.
+ ///
public Dictionary TilesCreated { get; protected set; }
///
@@ -116,24 +116,24 @@ namespace TShockAPI
public bool ReceivedInfo { get; set; }
- ///
- /// The players index in the player array( Main.players[] ).
- ///
+ ///
+ /// The players index in the player array( Main.players[] ).
+ ///
public int Index { get; protected set; }
- ///
- /// The last time the player changed their team or pvp status.
- ///
+ ///
+ /// The last time the player changed their team or pvp status.
+ ///
public DateTime LastPvPTeamChange;
- ///
- /// Temp points for use in regions and other plugins.
- ///
+ ///
+ /// Temp points for use in regions and other plugins.
+ ///
public Point[] TempPoints = new Point[2];
- ///
- /// Whether the player is waiting to place/break a tile to set as a temp point.
- ///
+ ///
+ /// Whether the player is waiting to place/break a tile to set as a temp point.
+ ///
public int AwaitingTempPoint { get; set; }
///
@@ -145,68 +145,68 @@ namespace TShockAPI
public string[] AwaitingNameParameters { get; set; }
- ///
- /// The last time a player broke a grief check.
- ///
+ ///
+ /// The last time a player broke a grief check.
+ ///
public DateTime LastThreat { get; set; }
public bool InitSpawn;
- ///
- /// Whether the player should see logs.
- ///
+ ///
+ /// Whether the player should see logs.
+ ///
public bool DisplayLogs = true;
- ///
- /// The last player that the player whispered with (to or from).
- ///
+ ///
+ /// The last player that the player whispered with (to or from).
+ ///
public TSPlayer LastWhisper;
- ///
- /// The number of unsuccessful login attempts.
- ///
+ ///
+ /// The number of unsuccessful login attempts.
+ ///
public int LoginAttempts { get; set; }
public Vector2 TeleportCoords = new Vector2(-1, -1);
public Vector2 LastNetPosition = Vector2.Zero;
- ///
- /// The player's login name.
- ///
+ ///
+ /// The player's login name.
+ ///
public string UserAccountName { get; set; }
- ///
- /// Whether the player performed a valid login attempt (i.e. entered valid user name and password) but is still blocked
- /// from logging in because of SSI.
- ///
+ ///
+ /// Whether the player performed a valid login attempt (i.e. entered valid user name and password) but is still blocked
+ /// from logging in because of SSI.
+ ///
public bool LoginFailsBySsi { get; set; }
- ///
- /// Whether the player is logged in or not.
- ///
+ ///
+ /// Whether the player is logged in or not.
+ ///
public bool IsLoggedIn;
- ///
- /// Whether the player has sent their whole inventory to the server while connecting.
- ///
+ ///
+ /// Whether the player has sent their whole inventory to the server while connecting.
+ ///
public bool HasSentInventory { get; set; }
- ///
- /// The player's user id( from the db ).
- ///
+ ///
+ /// The player's user id( from the db ).
+ ///
public int UserID = -1;
- ///
- /// Whether the player has been nagged about logging in.
- ///
+ ///
+ /// Whether the player has been nagged about logging in.
+ ///
public bool HasBeenNaggedAboutLoggingIn;
- public bool TPAllow = true;
+ public bool TPAllow = true;
- ///
- /// Whether the player is muted or not.
- ///
+ ///
+ /// Whether the player is muted or not.
+ ///
public bool mute;
private Player FakePlayer;
@@ -218,16 +218,16 @@ namespace TShockAPI
///
public int RespawnTimer;
- ///
- /// Whether the player is dead or not.
- ///
+ ///
+ /// Whether the player is dead or not.
+ ///
public bool Dead;
public string Country = "??";
- ///
- /// The players difficulty( normal[softcore], mediumcore, hardcore ).
- ///
+ ///
+ /// The players difficulty( normal[softcore], mediumcore, hardcore ).
+ ///
public int Difficulty;
private string CacheIP;
@@ -240,38 +240,38 @@ namespace TShockAPI
public bool IgnoreActionsForClearingTrashCan;
- ///
- /// The player's server side inventory data.
- ///
+ ///
+ /// The player's server side inventory data.
+ ///
public PlayerData PlayerData;
- ///
- /// Whether the player needs to specify a password upon connection( either server or user account ).
- ///
+ ///
+ /// Whether the player needs to specify a password upon connection( either server or user account ).
+ ///
public bool RequiresPassword;
public bool SilentKickInProgress;
public bool SilentJoinInProgress;
- ///
- /// A list of points where ice tiles have been placed.
- ///
+ ///
+ /// A list of points where ice tiles have been placed.
+ ///
public List IceTiles;
- ///
- /// Unused, can be removed.
- ///
+ ///
+ /// Unused, can be removed.
+ ///
public long RPm = 1;
- ///
- /// World protection message cool down.
- ///
+ ///
+ /// World protection message cool down.
+ ///
public long WPm = 1;
- ///
- /// Spawn protection message cool down.
- ///
+ ///
+ /// Spawn protection message cool down.
+ ///
public long SPm = 1;
///
@@ -284,9 +284,9 @@ namespace TShockAPI
///
public long LoginMS;
- ///
- /// Whether the player has been harrassed about logging in due to server side inventory or forced login.
- ///
+ ///
+ /// Whether the player has been harrassed about logging in due to server side inventory or forced login.
+ ///
public bool LoginHarassed = false;
///
@@ -304,9 +304,9 @@ namespace TShockAPI
///
public int LastKilledProjectile = 0;
- ///
- /// Whether the player is a real, human, player on the server.
- ///
+ ///
+ /// Whether the player is a real, human, player on the server.
+ ///
public bool RealPlayer
{
get { return Index >= 0 && Index < Main.maxNetPlayers && Main.player[Index] != null; }