/*
TShock, a server mod for Terraria
Copyright (C) 2011-2019 Pryaxis & TShock Contributors
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
*/
using Microsoft.Xna.Framework;
using Terraria;
using TShockAPI;
using Terraria.Localization;
using Terraria.GameContent.NetModules;
using Terraria.Net;
using Terraria.ID;
using System;
namespace TShockAPI
{
public class PlayerData
{
public NetItem[] inventory = new NetItem[NetItem.MaxInventory];
public int health = TShock.ServerSideCharacterConfig.Settings.StartingHealth;
public int maxHealth = TShock.ServerSideCharacterConfig.Settings.StartingHealth;
public int mana = TShock.ServerSideCharacterConfig.Settings.StartingMana;
public int maxMana = TShock.ServerSideCharacterConfig.Settings.StartingMana;
public bool exists;
public int spawnX = -1;
public int spawnY = -1;
public int? extraSlot;
public int? skinVariant;
public int? voiceVariant;
public float? voicePitchOffset;
public int? hair;
public byte hairDye;
public Color? hairColor;
public Color? pantsColor;
public Color? shirtColor;
public Color? underShirtColor;
public Color? shoeColor;
public Color? skinColor;
public Color? eyeColor;
public bool[] hideVisuals;
public int questsCompleted;
public int usingBiomeTorches;
public int happyFunTorchTime;
public int unlockedBiomeTorches;
public int currentLoadoutIndex;
public int ateArtisanBread;
public int usedAegisCrystal;
public int usedAegisFruit;
public int usedArcaneCrystal;
public int usedGalaxyPearl;
public int usedGummyWorm;
public int usedAmbrosia;
public int unlockedSuperCart;
public int enabledSuperCart;
public int deathsPVE;
public int deathsPVP;
///
/// Sets the default values for the inventory.
///
[Obsolete("The player argument is not used.")]
public PlayerData(TSPlayer player) : this(true) { }
///
/// Sets the default values for the inventory.
///
/// Is it necessary to load items from TShock's config
public PlayerData(bool includingStarterInventory = true)
{
for (int i = 0; i < NetItem.MaxInventory; i++)
this.inventory[i] = new NetItem();
if (includingStarterInventory)
for (int i = 0; i < TShock.ServerSideCharacterConfig.Settings.StartingInventory.Count; i++)
{
var item = TShock.ServerSideCharacterConfig.Settings.StartingInventory[i];
StoreSlot(i, item.NetId, item.PrefixId, item.Stack);
}
}
///
/// Stores an item at the specific storage slot
///
///
///
///
///
public void StoreSlot(int slot, int netID, byte prefix, int stack)
{
StoreSlot(slot, new NetItem(netID, stack, prefix));
}
///
/// Stores an item at the specific storage slot
///
///
///
public void StoreSlot(int slot, NetItem item)
{
if (slot > (this.inventory.Length - 1) || slot < 0) //if the slot is out of range then dont save
{
return;
}
this.inventory[slot] = item;
}
///
/// Copies a characters data to this object
///
///
public void CopyCharacter(TSPlayer player)
{
this.health = player.TPlayer.statLife > 0 ? player.TPlayer.statLife : 1;
this.maxHealth = player.TPlayer.statLifeMax;
this.mana = player.TPlayer.statMana;
this.maxMana = player.TPlayer.statManaMax;
this.spawnX = player.TPlayer.SpawnX;
this.spawnY = player.TPlayer.SpawnY;
extraSlot = player.TPlayer.extraAccessory ? 1 : 0;
this.skinVariant = player.TPlayer.skinVariant;
this.voiceVariant = player.TPlayer.voiceVariant;
this.voicePitchOffset = player.TPlayer.voicePitchOffset;
this.hair = player.TPlayer.hair;
this.hairDye = player.TPlayer.hairDye;
this.hairColor = player.TPlayer.hairColor;
this.pantsColor = player.TPlayer.pantsColor;
this.shirtColor = player.TPlayer.shirtColor;
this.underShirtColor = player.TPlayer.underShirtColor;
this.shoeColor = player.TPlayer.shoeColor;
this.hideVisuals = player.TPlayer.hideVisibleAccessory;
this.skinColor = player.TPlayer.skinColor;
this.eyeColor = player.TPlayer.eyeColor;
this.questsCompleted = player.TPlayer.anglerQuestsFinished;
this.usingBiomeTorches = player.TPlayer.UsingBiomeTorches ? 1 : 0;
this.happyFunTorchTime = player.TPlayer.happyFunTorchTime ? 1 : 0;
this.unlockedBiomeTorches = player.TPlayer.unlockedBiomeTorches ? 1 : 0;
this.currentLoadoutIndex = player.TPlayer.CurrentLoadoutIndex;
this.ateArtisanBread = player.TPlayer.ateArtisanBread ? 1 : 0;
this.usedAegisCrystal = player.TPlayer.usedAegisCrystal ? 1 : 0;
this.usedAegisFruit = player.TPlayer.usedAegisFruit ? 1 : 0;
this.usedArcaneCrystal = player.TPlayer.usedArcaneCrystal ? 1 : 0;
this.usedGalaxyPearl = player.TPlayer.usedGalaxyPearl ? 1 : 0;
this.usedGummyWorm = player.TPlayer.usedGummyWorm ? 1 : 0;
this.usedAmbrosia = player.TPlayer.usedAmbrosia ? 1 : 0;
this.unlockedSuperCart = player.TPlayer.unlockedSuperCart ? 1 : 0;
this.enabledSuperCart = player.TPlayer.enabledSuperCart ? 1 : 0;
this.deathsPVE = player.TPlayer.numberOfDeathsPVE;
this.deathsPVP = player.TPlayer.numberOfDeathsPVP;
Item[] inventory = player.TPlayer.inventory;
Item[] armor = player.TPlayer.armor;
Item[] dye = player.TPlayer.dye;
Item[] miscEqups = player.TPlayer.miscEquips;
Item[] miscDyes = player.TPlayer.miscDyes;
Item[] piggy = player.TPlayer.bank.item;
Item[] safe = player.TPlayer.bank2.item;
Item[] forge = player.TPlayer.bank3.item;
Item[] voidVault = player.TPlayer.bank4.item;
Item trash = player.TPlayer.trashItem;
Item[] loadout1Armor = player.TPlayer.Loadouts[0].Armor;
Item[] loadout1Dye = player.TPlayer.Loadouts[0].Dye;
Item[] loadout2Armor = player.TPlayer.Loadouts[1].Armor;
Item[] loadout2Dye = player.TPlayer.Loadouts[1].Dye;
Item[] loadout3Armor = player.TPlayer.Loadouts[2].Armor;
Item[] loadout3Dye = player.TPlayer.Loadouts[2].Dye;
for (int i = 0; i < NetItem.MaxInventory; i++)
{
if (i < NetItem.InventoryIndex.Item2)
{
//0-58
this.inventory[i] = (NetItem)inventory[i];
}
else if (i < NetItem.ArmorIndex.Item2)
{
//59-78
var index = i - NetItem.ArmorIndex.Item1;
this.inventory[i] = (NetItem)armor[index];
}
else if (i < NetItem.DyeIndex.Item2)
{
//79-88
var index = i - NetItem.DyeIndex.Item1;
this.inventory[i] = (NetItem)dye[index];
}
else if (i < NetItem.MiscEquipIndex.Item2)
{
//89-93
var index = i - NetItem.MiscEquipIndex.Item1;
this.inventory[i] = (NetItem)miscEqups[index];
}
else if (i < NetItem.MiscDyeIndex.Item2)
{
//93-98
var index = i - NetItem.MiscDyeIndex.Item1;
this.inventory[i] = (NetItem)miscDyes[index];
}
else if (i < NetItem.PiggyIndex.Item2)
{
//98-138
var index = i - NetItem.PiggyIndex.Item1;
this.inventory[i] = (NetItem)piggy[index];
}
else if (i < NetItem.SafeIndex.Item2)
{
//138-178
var index = i - NetItem.SafeIndex.Item1;
this.inventory[i] = (NetItem)safe[index];
}
else if (i < NetItem.TrashIndex.Item2)
{
//179-219
this.inventory[i] = (NetItem)trash;
}
else if (i < NetItem.ForgeIndex.Item2)
{
//220
var index = i - NetItem.ForgeIndex.Item1;
this.inventory[i] = (NetItem)forge[index];
}
else if(i < NetItem.VoidIndex.Item2)
{
//220
var index = i - NetItem.VoidIndex.Item1;
this.inventory[i] = (NetItem)voidVault[index];
}
else if(i < NetItem.Loadout1Armor.Item2)
{
var index = i - NetItem.Loadout1Armor.Item1;
this.inventory[i] = (NetItem)loadout1Armor[index];
}
else if(i < NetItem.Loadout1Dye.Item2)
{
var index = i - NetItem.Loadout1Dye.Item1;
this.inventory[i] = (NetItem)loadout1Dye[index];
}
else if(i < NetItem.Loadout2Armor.Item2)
{
var index = i - NetItem.Loadout2Armor.Item1;
this.inventory[i] = (NetItem)loadout2Armor[index];
}
else if(i < NetItem.Loadout2Dye.Item2)
{
var index = i - NetItem.Loadout2Dye.Item1;
this.inventory[i] = (NetItem)loadout2Dye[index];
}
else if(i < NetItem.Loadout3Armor.Item2)
{
var index = i - NetItem.Loadout3Armor.Item1;
this.inventory[i] = (NetItem)loadout3Armor[index];
}
else if(i < NetItem.Loadout3Dye.Item2)
{
var index = i - NetItem.Loadout3Dye.Item1;
this.inventory[i] = (NetItem)loadout3Dye[index];
}
}
}
///
/// Restores a player's character to the state stored in the database
///
///
public void RestoreCharacter(TSPlayer player)
{
// Start ignoring SSC-related packets! This is critical so that we don't send or receive dirty data!
player.IgnoreSSCPackets = true;
player.TPlayer.statLife = this.health;
player.TPlayer.statLifeMax = this.maxHealth;
player.TPlayer.statMana = this.maxMana;
player.TPlayer.statManaMax = this.maxMana;
player.TPlayer.SpawnX = this.spawnX;
player.TPlayer.SpawnY = this.spawnY;
player.TPlayer.hairDye = this.hairDye;
player.TPlayer.anglerQuestsFinished = this.questsCompleted;
player.TPlayer.UsingBiomeTorches = this.usingBiomeTorches == 1;
player.TPlayer.happyFunTorchTime = this.happyFunTorchTime == 1;
player.TPlayer.unlockedBiomeTorches = this.unlockedBiomeTorches == 1;
player.TPlayer.CurrentLoadoutIndex = this.currentLoadoutIndex;
player.TPlayer.ateArtisanBread = this.ateArtisanBread == 1;
player.TPlayer.usedAegisCrystal = this.usedAegisCrystal == 1;
player.TPlayer.usedAegisFruit = this.usedAegisFruit == 1;
player.TPlayer.usedArcaneCrystal = this.usedArcaneCrystal == 1;
player.TPlayer.usedGalaxyPearl = this.usedGalaxyPearl == 1;
player.TPlayer.usedGummyWorm = this.usedGummyWorm == 1;
player.TPlayer.usedAmbrosia = this.usedAmbrosia == 1;
player.TPlayer.unlockedSuperCart = this.unlockedSuperCart == 1;
player.TPlayer.enabledSuperCart = this.enabledSuperCart == 1;
player.sscDeathsPVE = this.deathsPVE;
player.sscDeathsPVP = this.deathsPVP;
if (extraSlot != null)
player.TPlayer.extraAccessory = extraSlot.Value == 1 ? true : false;
if (this.skinVariant != null)
player.TPlayer.skinVariant = this.skinVariant.Value;
if (this.voiceVariant != null)
player.TPlayer.voiceVariant = this.voiceVariant.Value;
if (this.voicePitchOffset != null)
player.TPlayer.voicePitchOffset = this.voicePitchOffset.Value;
if (this.hair != null)
player.TPlayer.hair = this.hair.Value;
if (this.hairColor != null)
player.TPlayer.hairColor = this.hairColor.Value;
if (this.pantsColor != null)
player.TPlayer.pantsColor = this.pantsColor.Value;
if (this.shirtColor != null)
player.TPlayer.shirtColor = this.shirtColor.Value;
if (this.underShirtColor != null)
player.TPlayer.underShirtColor = this.underShirtColor.Value;
if (this.shoeColor != null)
player.TPlayer.shoeColor = this.shoeColor.Value;
if (this.skinColor != null)
player.TPlayer.skinColor = this.skinColor.Value;
if (this.eyeColor != null)
player.TPlayer.eyeColor = this.eyeColor.Value;
if (this.hideVisuals != null)
player.TPlayer.hideVisibleAccessory = this.hideVisuals;
else
player.TPlayer.hideVisibleAccessory = new bool[player.TPlayer.hideVisibleAccessory.Length];
for (int i = 0; i < NetItem.MaxInventory; i++)
{
if (i < NetItem.InventoryIndex.Item2)
{
//0-58
player.TPlayer.inventory[i].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.inventory[i].type!= 0)
{
player.TPlayer.inventory[i].stack = this.inventory[i].Stack;
player.TPlayer.inventory[i].prefix = this.inventory[i].PrefixId;
player.TPlayer.inventory[i].favorited = this.inventory[i].Favorited;
}
}
else if (i < NetItem.ArmorIndex.Item2)
{
//59-78
var index = i - NetItem.ArmorIndex.Item1;
player.TPlayer.armor[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.armor[index].type != 0)
{
player.TPlayer.armor[index].stack = this.inventory[i].Stack;
player.TPlayer.armor[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i < NetItem.DyeIndex.Item2)
{
//79-88
var index = i - NetItem.DyeIndex.Item1;
player.TPlayer.dye[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.dye[index].type != 0)
{
player.TPlayer.dye[index].stack = this.inventory[i].Stack;
player.TPlayer.dye[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i < NetItem.MiscEquipIndex.Item2)
{
//89-93
var index = i - NetItem.MiscEquipIndex.Item1;
player.TPlayer.miscEquips[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.miscEquips[index].type != 0)
{
player.TPlayer.miscEquips[index].stack = this.inventory[i].Stack;
player.TPlayer.miscEquips[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i < NetItem.MiscDyeIndex.Item2)
{
//93-98
var index = i - NetItem.MiscDyeIndex.Item1;
player.TPlayer.miscDyes[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.miscDyes[index].type != 0)
{
player.TPlayer.miscDyes[index].stack = this.inventory[i].Stack;
player.TPlayer.miscDyes[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i < NetItem.PiggyIndex.Item2)
{
//98-138
var index = i - NetItem.PiggyIndex.Item1;
player.TPlayer.bank.item[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.bank.item[index].type != 0)
{
player.TPlayer.bank.item[index].stack = this.inventory[i].Stack;
player.TPlayer.bank.item[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i < NetItem.SafeIndex.Item2)
{
//138-178
var index = i - NetItem.SafeIndex.Item1;
player.TPlayer.bank2.item[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.bank2.item[index].type != 0)
{
player.TPlayer.bank2.item[index].stack = this.inventory[i].Stack;
player.TPlayer.bank2.item[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i < NetItem.TrashIndex.Item2)
{
//179-219
var index = i - NetItem.TrashIndex.Item1;
player.TPlayer.trashItem.netDefaults(this.inventory[i].NetId);
if (player.TPlayer.trashItem.type != 0)
{
player.TPlayer.trashItem.stack = this.inventory[i].Stack;
player.TPlayer.trashItem.prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i < NetItem.ForgeIndex.Item2)
{
//220
var index = i - NetItem.ForgeIndex.Item1;
player.TPlayer.bank3.item[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.bank3.item[index].type != 0)
{
player.TPlayer.bank3.item[index].stack = this.inventory[i].Stack;
player.TPlayer.bank3.item[index].Prefix((byte)this.inventory[i].PrefixId);
}
}
else if (i < NetItem.VoidIndex.Item2)
{
//260
var index = i - NetItem.VoidIndex.Item1;
player.TPlayer.bank4.item[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.bank4.item[index].type != 0)
{
player.TPlayer.bank4.item[index].stack = this.inventory[i].Stack;
player.TPlayer.bank4.item[index].Prefix((byte)this.inventory[i].PrefixId);
}
}
else if (i < NetItem.Loadout1Armor.Item2)
{
var index = i - NetItem.Loadout1Armor.Item1;
player.TPlayer.Loadouts[0].Armor[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.Loadouts[0].Armor[index].type != 0)
{
player.TPlayer.Loadouts[0].Armor[index].stack = this.inventory[i].Stack;
player.TPlayer.Loadouts[0].Armor[index].Prefix((byte)this.inventory[i].PrefixId);
}
}
else if (i < NetItem.Loadout1Dye.Item2)
{
var index = i - NetItem.Loadout1Dye.Item1;
player.TPlayer.Loadouts[0].Dye[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.Loadouts[0].Dye[index].type != 0)
{
player.TPlayer.Loadouts[0].Dye[index].stack = this.inventory[i].Stack;
player.TPlayer.Loadouts[0].Dye[index].Prefix((byte)this.inventory[i].PrefixId);
}
}
else if (i < NetItem.Loadout2Armor.Item2)
{
var index = i - NetItem.Loadout2Armor.Item1;
player.TPlayer.Loadouts[1].Armor[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.Loadouts[1].Armor[index].type != 0)
{
player.TPlayer.Loadouts[1].Armor[index].stack = this.inventory[i].Stack;
player.TPlayer.Loadouts[1].Armor[index].Prefix((byte)this.inventory[i].PrefixId);
}
}
else if (i < NetItem.Loadout2Dye.Item2)
{
var index = i - NetItem.Loadout2Dye.Item1;
player.TPlayer.Loadouts[1].Dye[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.Loadouts[1].Dye[index].type != 0)
{
player.TPlayer.Loadouts[1].Dye[index].stack = this.inventory[i].Stack;
player.TPlayer.Loadouts[1].Dye[index].Prefix((byte)this.inventory[i].PrefixId);
}
}
else if (i < NetItem.Loadout3Armor.Item2)
{
var index = i - NetItem.Loadout3Armor.Item1;
player.TPlayer.Loadouts[2].Armor[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.Loadouts[2].Armor[index].type != 0)
{
player.TPlayer.Loadouts[2].Armor[index].stack = this.inventory[i].Stack;
player.TPlayer.Loadouts[2].Armor[index].Prefix((byte)this.inventory[i].PrefixId);
}
}
else if (i < NetItem.Loadout3Dye.Item2)
{
var index = i - NetItem.Loadout3Dye.Item1;
player.TPlayer.Loadouts[2].Dye[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.Loadouts[2].Dye[index].type != 0)
{
player.TPlayer.Loadouts[2].Dye[index].stack = this.inventory[i].Stack;
player.TPlayer.Loadouts[2].Dye[index].Prefix((byte)this.inventory[i].PrefixId);
}
}
}
// Just like in MessageBuffer when the client receives a ContinueConnecting, let's sync the CurrentLoadoutIndex _before_ any of
// the items.
// This is sent to everyone BUT this player, and then ONLY this player. When using UUID login, it is too soon for the server to
// broadcast packets to this client.
NetMessage.SendData((int)PacketTypes.SyncLoadout, remoteClient: player.Index, number: player.Index, number2: player.TPlayer.CurrentLoadoutIndex);
NetMessage.SendData((int)PacketTypes.SyncLoadout, ignoreClient: player.Index, number: player.Index, number2: player.TPlayer.CurrentLoadoutIndex);
float slot = 0f;
for (int k = 0; k < NetItem.InventorySlots; k++)
{
NetMessage.SendData(5, -1, -1, NetworkText.FromLiteral(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, NetworkText.FromLiteral(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, NetworkText.FromLiteral(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, NetworkText.FromLiteral(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, NetworkText.FromLiteral(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, NetworkText.FromLiteral(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, NetworkText.FromLiteral(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, NetworkText.FromLiteral(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, NetworkText.FromLiteral(Main.player[player.Index].bank3.item[k].Name), player.Index, slot, (float)Main.player[player.Index].bank3.item[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.VoidSlots; k++)
{
NetMessage.SendData(5, -1, -1, NetworkText.FromLiteral(Main.player[player.Index].bank4.item[k].Name), player.Index, slot, (float)Main.player[player.Index].bank4.item[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.LoadoutArmorSlots; k++)
{
NetMessage.SendData(5, -1, -1, NetworkText.FromLiteral(Main.player[player.Index].Loadouts[0].Armor[k].Name), player.Index, slot, (float)Main.player[player.Index].Loadouts[0].Armor[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.LoadoutDyeSlots; k++)
{
NetMessage.SendData(5, -1, -1, NetworkText.FromLiteral(Main.player[player.Index].Loadouts[0].Dye[k].Name), player.Index, slot, (float)Main.player[player.Index].Loadouts[0].Dye[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.LoadoutArmorSlots; k++)
{
NetMessage.SendData(5, -1, -1, NetworkText.FromLiteral(Main.player[player.Index].Loadouts[1].Armor[k].Name), player.Index, slot, (float)Main.player[player.Index].Loadouts[1].Armor[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.LoadoutDyeSlots; k++)
{
NetMessage.SendData(5, -1, -1, NetworkText.FromLiteral(Main.player[player.Index].Loadouts[1].Dye[k].Name), player.Index, slot, (float)Main.player[player.Index].Loadouts[1].Dye[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.LoadoutArmorSlots; k++)
{
NetMessage.SendData(5, -1, -1, NetworkText.FromLiteral(Main.player[player.Index].Loadouts[2].Armor[k].Name), player.Index, slot, (float)Main.player[player.Index].Loadouts[2].Armor[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.LoadoutDyeSlots; k++)
{
NetMessage.SendData(5, -1, -1, NetworkText.FromLiteral(Main.player[player.Index].Loadouts[1].Dye[k].Name), player.Index, slot, (float)Main.player[player.Index].Loadouts[2].Dye[k].prefix);
slot++;
}
NetMessage.SendData(4, -1, -1, NetworkText.FromLiteral(player.Name), player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(42, -1, -1, NetworkText.Empty, player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(16, -1, -1, NetworkText.Empty, player.Index, 0f, 0f, 0f, 0);
slot = 0f;
for (int k = 0; k < NetItem.InventorySlots; k++)
{
NetMessage.SendData(5, player.Index, -1, NetworkText.FromLiteral(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, NetworkText.FromLiteral(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, NetworkText.FromLiteral(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, NetworkText.FromLiteral(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, NetworkText.FromLiteral(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, NetworkText.FromLiteral(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, NetworkText.FromLiteral(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, NetworkText.FromLiteral(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, NetworkText.FromLiteral(Main.player[player.Index].bank3.item[k].Name), player.Index, slot, (float)Main.player[player.Index].bank3.item[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.VoidSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, NetworkText.FromLiteral(Main.player[player.Index].bank4.item[k].Name), player.Index, slot, (float)Main.player[player.Index].bank4.item[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.LoadoutArmorSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, NetworkText.FromLiteral(Main.player[player.Index].Loadouts[0].Armor[k].Name), player.Index, slot, (float)Main.player[player.Index].Loadouts[0].Armor[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.LoadoutDyeSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, NetworkText.FromLiteral(Main.player[player.Index].Loadouts[0].Dye[k].Name), player.Index, slot, (float)Main.player[player.Index].Loadouts[0].Dye[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.LoadoutArmorSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, NetworkText.FromLiteral(Main.player[player.Index].Loadouts[1].Armor[k].Name), player.Index, slot, (float)Main.player[player.Index].Loadouts[1].Armor[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.LoadoutDyeSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, NetworkText.FromLiteral(Main.player[player.Index].Loadouts[1].Dye[k].Name), player.Index, slot, (float)Main.player[player.Index].Loadouts[1].Dye[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.LoadoutArmorSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, NetworkText.FromLiteral(Main.player[player.Index].Loadouts[2].Armor[k].Name), player.Index, slot, (float)Main.player[player.Index].Loadouts[2].Armor[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.LoadoutDyeSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, NetworkText.FromLiteral(Main.player[player.Index].Loadouts[2].Dye[k].Name), player.Index, slot, (float)Main.player[player.Index].Loadouts[2].Dye[k].prefix);
slot++;
}
NetMessage.SendData(4, player.Index, -1, NetworkText.FromLiteral(player.Name), player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(42, player.Index, -1, NetworkText.Empty, player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(16, player.Index, -1, NetworkText.Empty, player.Index, 0f, 0f, 0f, 0);
for (int k = 0; k < Player.maxBuffs; k++)
{
player.TPlayer.buffType[k] = 0;
}
/*
* The following packets are sent twice because the server will not send a packet to a client
* if they have not spawned yet if the remoteclient is -1
* This is for when players login via uuid or serverpassword instead of via
* the login command.
*/
NetMessage.SendData(50, -1, -1, NetworkText.Empty, player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(50, player.Index, -1, NetworkText.Empty, player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(76, player.Index, -1, NetworkText.Empty, player.Index);
NetMessage.SendData(76, -1, -1, NetworkText.Empty, player.Index);
NetMessage.SendData(39, player.Index, -1, NetworkText.Empty, 400);
if (Main.IsJourneyMode)
{
var sacrificedItems = TShock.ResearchDatastore.GetSacrificedItems();
for(int i = 0; i < ItemID.Count; i++)
{
var amount = 0;
if (sacrificedItems.ContainsKey(i))
{
amount = sacrificedItems[i];
}
var response = NetCreativeUnlocksPlayerReportModule.SerializeSacrificeRequest(player.Index,i, amount);
NetManager.Instance.SendToClient(response, player.Index);
}
}
}
}
}