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; }