12 public readonly
string Name;
48 int num33 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
51 num33 =
inv[y].OriginalDamage.CompareTo(
inv[x].OriginalDamage);
55 num33 = x.CompareTo(y);
72 int num32 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
75 num32 =
inv[y].OriginalDamage.CompareTo(
inv[x].OriginalDamage);
79 num32 = x.CompareTo(y);
96 int num31 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
99 num31 =
inv[y].OriginalDamage.CompareTo(
inv[x].OriginalDamage);
103 num31 = x.CompareTo(y);
120 int num30 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
123 num30 =
inv[y].OriginalDamage.CompareTo(
inv[x].OriginalDamage);
127 num30 = x.CompareTo(y);
144 int num29 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
147 num29 =
inv[y].OriginalDamage.CompareTo(
inv[x].OriginalDamage);
151 num29 = x.CompareTo(y);
168 int num28 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
171 num28 =
inv[y].OriginalDamage.CompareTo(
inv[x].OriginalDamage);
175 num28 = x.CompareTo(y);
259 num27 = x.CompareTo(y);
276 int num26 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
279 num26 =
inv[y].OriginalDamage.CompareTo(
inv[x].OriginalDamage);
283 num26 = x.CompareTo(y);
300 int num25 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
303 num25 =
inv[y].OriginalDefense.CompareTo(
inv[x].OriginalDefense);
324 int num24 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
344 int num23 =
inv[x].vanity.CompareTo(
inv[y].vanity);
347 num23 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
351 num23 =
inv[y].OriginalDefense.CompareTo(
inv[x].OriginalDefense);
372 int num22 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
379 num22 = x.CompareTo(y);
396 int num21 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
403 num21 = x.CompareTo(y);
420 int num20 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
427 num20 = x.CompareTo(y);
444 int num19 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
451 num19 = x.CompareTo(y);
468 int num18 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
475 num18 = x.CompareTo(y);
492 int num17 =
inv[y].healLife.CompareTo(
inv[x].healLife);
499 num17 = x.CompareTo(y);
516 int num16 =
inv[y].healMana.CompareTo(
inv[x].healMana);
523 num16 = x.CompareTo(y);
540 int num15 =
inv[y].healLife.CompareTo(
inv[x].healLife);
547 num15 = x.CompareTo(y);
564 int num14 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
575 num14 = x.CompareTo(y);
592 int num13 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
603 num13 = x.CompareTo(y);
620 int num12 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
631 num12 = x.CompareTo(y);
655 num11 = x.CompareTo(y);
675 num10 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
687 num10 = x.CompareTo(y);
711 num9 = x.CompareTo(y);
735 num8 = x.CompareTo(y);
759 num7 =
inv[x].paintCoating.CompareTo(
inv[y].paintCoating);
767 num7 = x.CompareTo(y);
791 num6 = x.CompareTo(y);
808 int num5 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
819 num5 = x.CompareTo(y);
843 num4 = x.CompareTo(y);
867 num3 = x.CompareTo(y);
884 int num2 =
inv[y].OriginalRarity.CompareTo(
inv[x].OriginalRarity);
895 num2 = x.CompareTo(y);
915 num =
inv[y].stack.CompareTo(
inv[x].stack);
919 num = x.CompareTo(y);
1000 list.Sort((
float x,
float y) => y.CompareTo(x));
1001 for (
int i = 0; i < 5; i++)
1064 for (
int i = 0; i <
inv.Length; i++)
1082 int num = item2.maxStack -
item2.stack;
1097 item2.stack +=
num2;
1098 item3.stack -=
num2;
1100 if (
item3.stack == 0)
1116 for (
int l = 0;
l <
inv.Length;
l++)
1170 Sort(
Main.
player[
Main.
myPlayer].inventory, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 50, 51, 52, 53, 54, 55, 56, 57, 58);
1198 for (
int i = 0; i < 40; i++)
1204 for (
int j = 0;
j < 40;
j++)
1212 for (
int k = 0;
k < 40;
k++)
1232 for (
int i = 54; i < 58; i++)
1253 for (
int j = 0;
j < 50;
j++)
1272 for (
int k = 0;
k < 50;
k++)
1275 if (
item3.stack >= 1 &&
item3.CanFillEmptyAmmoSlot() &&
item3.FitsAmmoSlot())
1292 for (
int i = 54; i < 58; i++)
1300 for (
int j = 54;
j < 58;
j++)
1302 if (inventory[
j].
type > 0)
1321 for (
int i = 0; i < 3; i++)
1337 for (
int j = 0;
j < 58;
j++)
1339 if (inventory[
j].
type >= 71 && inventory[
j].
type <= 74 && inventory[
j].stack > 0)
1348 for (
int k = 0;
k < 58;
k++)
1350 if (inventory[
k].
type >= 71 && inventory[
k].
type <= 74 && inventory[
k].stack > 0)
1379 for (
int l = 50;
l < 54;
l++)
1381 if (inventory[
l].IsAir)
1393 for (
int m = 0;
m < 50;
m++)
1395 if (inventory[
m].IsAir)
1439 itemToRefill.stack +=
num2;
1441 if (
item.stack <= 0)
1457 if (
inv[num - 1].IsAir)
bool ICollection< KeyValuePair< TKey, TValue > >. Remove(KeyValuePair< TKey, TValue > keyValuePair)
bool ICollection< KeyValuePair< TKey, TValue > >. Contains(KeyValuePair< TKey, TValue > keyValuePair)
void AddRange(IEnumerable< KeyValuePair< TKey, TValue > > collection)
void Add(TKey key, TValue value)
static int[] SortingPriorityExtractibles
static int[] SortingPriorityPainting
static int[] SortingPriorityTerraforming
static int[] SortingPriorityWiring
static int[] SortingPriorityMaterials
static int[] SortingPriorityBossSpawns
static int[] SortingPriorityRopes
static readonly short Count
static int CommonMaxStack
void TurnToAir(bool fullReset=false)
void SetDefaults(int Type=0)
static bool[] tileFrameImportant
static Player LocalPlayer
static void SendData(int msgType, int remoteClient=-1, int ignoreClient=-1, NetworkText text=null, int number=0, float number2=0f, float number3=0f, float number4=0f, int number5=0, int number6=0, int number7=0)
static void SetGlow(int index, float hue, bool chest)
readonly Func< ItemSortingLayer, Item[], List< int >, List< int > > SortingMethod
override string ToString()
ItemSortingLayer(string name, Func< ItemSortingLayer, Item[], List< int >, List< int > > method)
void Validate(ref List< int > indexesSortable, Item[] inv)
static ItemSortingLayer EquipMount
static ItemSortingLayer ToolsHamaxes
static ItemSortingLayer MiscWiring
static ItemSortingLayer PotionsMana
static ItemSortingLayer LastMaterials
static ItemSortingLayer EquipCart
static ItemSortingLayer PotionsDyes
static ItemSortingLayer ToolsAxes
static ItemSortingLayer WeaponsMagic
static ItemSortingLayer ToolsPickaxes
static ItemSortingLayer EquipLightPet
static ItemSortingLayer LastTilesCommon
static ItemSortingLayer MiscValuables
static ItemSortingLayer ToolsHammers
static ItemSortingLayer LastTilesImportant
static ItemSortingLayer EquipVanityPet
static ItemSortingLayer LastTrash
static ItemSortingLayer WeaponsAmmo
static ItemSortingLayer ToolsTerraforming
static ItemSortingLayer WeaponsMelee
static ItemSortingLayer WeaponsMinions
static ItemSortingLayer MiscExtractinator
static ItemSortingLayer ArmorCombat
static ItemSortingLayer ToolsAmmoLeftovers
static ItemSortingLayer PotionsHairDyes
static ItemSortingLayer ArmorVanity
static ItemSortingLayer WeaponsAssorted
static ItemSortingLayer MiscRopes
static ItemSortingLayer MiscMaterials
static ItemSortingLayer WeaponsRanged
static ItemSortingLayer LastNotTrash
static ItemSortingLayer MiscPainting
static ItemSortingLayer PotionsBuffs
static ItemSortingLayer ToolsPicksaws
static ItemSortingLayer PotionsLife
static ItemSortingLayer ArmorAccessories
static ItemSortingLayer PotionsElixirs
static ItemSortingLayer EquipGrapple
static List< ItemSortingLayer > _layerList
static void FillAmmoFromInventory()
static void Sort(Item[] inv, params int[] ignoreSlots)
static Dictionary< string, List< int > > _layerWhiteLists
static void SetupSortingPriorities()
static void SortInventory()
static void TrySlidingUp(Item[] inv, int slot, int minimumIndex)
static void SetupWhiteLists()
static void ClearAmmoSlotSpaces()
static void RefillItemStack(Item[] inv, Item itemToRefill, int loopStartIndex, int loopEndIndex)
static int[] CoinsSplit(long count)
static long CoinsCount(out bool overFlowing, Item[] inv, params int[] ignoreSlots)