Terraria v1.4.4.9
Terraria source code documentation
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◆ SyncConnectedPlayer()

static void Terraria.NetMessage.SyncConnectedPlayer ( int plr)
inlinestatic

Definition at line 2737 of file NetMessage.cs.

2738 {
2739 SyncOnePlayer(plr, -1, plr);
2740 for (int i = 0; i < 255; i++)
2741 {
2742 if (plr != i && Main.player[i].active)
2743 {
2744 SyncOnePlayer(i, plr, -1);
2745 }
2746 }
2748 SendAnglerQuest(plr);
2750 NPC.RevengeManager.SendAllMarkersToPlayer(plr);
2752 }
static void SendCreditsRollRemainingTimeToPlayer(int playerIndex)
static void SendAnglerQuest(int remoteClient)
static void SendNPCHousesAndTravelShop(int plr)
static void SyncOnePlayer(int plr, int toWho, int fromWho)
static void EnsureLocalPlayerIsPresent()

References Terraria.NetMessage.EnsureLocalPlayerIsPresent(), Terraria.Main.player, Terraria.NPC.RevengeManager, Terraria.NetMessage.SendAnglerQuest(), Terraria.GameContent.Events.CreditsRollEvent.SendCreditsRollRemainingTimeToPlayer(), Terraria.NetMessage.SendNPCHousesAndTravelShop(), and Terraria.NetMessage.SyncOnePlayer().

Referenced by Terraria.MessageBuffer.GetData().