17039 {
17040
17041
17044 for (int i = 0; i < 59; i++)
17045 {
17047 {
17050 }
17051 }
17059 {
17062 }
17072 {
17074 {
17076 {
17078 }
17079 else
17080 {
17081 NetMessage.SendData(33, -1, -1,
null,
Main.player[
myPlayer].chest);
17082 }
17084 }
17085 else
17086 {
17087 NetMessage.SendData(33, -1, -1,
null,
Main.player[
myPlayer].chest);
17088 }
17089 }
17091 {
17092 NetMessage.SendData(40, -1, -1,
null,
myPlayer);
17093 }
17095 {
17096 NetMessage.SendData(142, -1, -1,
null,
myPlayer);
17097 }
17098 if (
LocalPlayer.tileEntityAnchor.interactEntityID !=
player.tileEntityAnchor.interactEntityID &&
LocalPlayer.tileEntityAnchor.interactEntityID < 0)
17099 {
17100 NetMessage.SendData(122, -1, -1,
null, -1,
myPlayer);
17101 }
17104 {
17106 }
17108 {
17110 }
17112 {
17114 }
17116 {
17118 }
17120 {
17122 }
17124 {
17126 }
17128 {
17129 NetMessage.SendData(36, -1, -1,
null,
myPlayer);
17130 }
17132 {
17134 }
17136 {
17138 }
17140 {
17143 NetMessage.SendData(16, -1, -1,
null,
myPlayer);
17144 }
17146 {
17148 }
17150 {
17152 }
17154 {
17157 NetMessage.SendData(42, -1, -1,
null,
myPlayer);
17158 }
17159 bool flag2 =
false;
17160 for (
int j = 0;
j <
Player.maxBuffs;
j++)
17161 {
17163 {
17165 break;
17166 }
17167 }
17169 {
17170 NetMessage.SendData(50, -1, -1,
null,
myPlayer);
17171 NetMessage.SendData(13, -1, -1,
null,
myPlayer);
17172 }
17173 bool flag3 =
false;
17175 {
17177 }
17179 {
17180 NetMessage.SendData(99, -1, -1,
null,
myPlayer);
17181 }
17182 bool flag4 =
false;
17184 {
17186 }
17188 {
17189 NetMessage.SendData(115, -1, -1,
null,
myPlayer);
17190 }
17192 {
17193 NetMessage.SendData(13, -1, -1,
null,
myPlayer);
17194 }
17196 {
17197 NetMessage.SendData(138);
17198 }
17201 }
static readonly int Bank1_0
static readonly int Loadout1_Armor_0
static readonly int Misc0
static readonly int Loadout3_Dye_0
static readonly int Loadout2_Dye_0
static readonly int Loadout1_Dye_0
static readonly int MiscDye0
static readonly int Loadout3_Armor_0
static readonly int Loadout2_Armor_0
static readonly int Bank3_0
static readonly int Bank2_0
static readonly int Armor0
static readonly int Bank4_0
static readonly int TrashItem
static readonly int Inventory0
static NetworkText FromLiteral(string text)
Creates a NetworkText object from a string. Use this for text that can't be localized.
Represents text that will be sent over the network in multiplayer and displayed to the receiving user...
static void TrySyncingItemArray(ref bool syncedAnyInventoryContents, Item[] my, Item[] other, int slotOffset)
static int myPlayer
The index in F:Terraria.Main.player of this client's Player. If this is 255, this client is the ser...
static Player clientPlayer
Used internally for network syncing. Use P:Terraria.Main.LocalPlayer to access the player for the loc...
static Player LocalPlayer
Retrieves the T:Terraria.Player object for the local user. Shorthand for F:Terraria....
static bool CustomBiomesMatch(Player player, Player other)
static void SendClientChanges(Player player, Player clientPlayer)
This is where all ModPlayer hooks are gathered and called.