16357 {
16360 for (
int i = 0;
i < 59;
i++)
16361 {
16363 {
16366 }
16367 }
16375 {
16378 }
16388 {
16390 {
16392 {
16394 }
16395 else
16396 {
16397 NetMessage.SendData(33, -1, -1,
null,
Main.player[
myPlayer].chest);
16398 }
16400 }
16401 else
16402 {
16403 NetMessage.SendData(33, -1, -1,
null,
Main.player[
myPlayer].chest);
16404 }
16405 }
16407 {
16408 NetMessage.SendData(40, -1, -1,
null,
myPlayer);
16409 }
16411 {
16412 NetMessage.SendData(142, -1, -1,
null,
myPlayer);
16413 }
16414 if (
LocalPlayer.tileEntityAnchor.interactEntityID !=
player.tileEntityAnchor.interactEntityID &&
LocalPlayer.tileEntityAnchor.interactEntityID < 0)
16415 {
16416 NetMessage.SendData(122, -1, -1,
null, -1,
myPlayer);
16417 }
16418 bool flag = false;
16420 {
16421 flag = true;
16422 }
16424 {
16425 flag = true;
16426 }
16428 {
16429 flag = true;
16430 }
16432 {
16433 flag = true;
16434 }
16436 {
16437 flag = true;
16438 }
16439 if (flag)
16440 {
16441 NetMessage.SendData(36, -1, -1,
null,
myPlayer);
16442 }
16444 {
16446 }
16448 {
16450 }
16452 {
16455 NetMessage.SendData(16, -1, -1,
null,
myPlayer);
16456 }
16458 {
16460 }
16462 {
16464 }
16466 {
16469 NetMessage.SendData(42, -1, -1,
null,
myPlayer);
16470 }
16471 bool flag2 =
false;
16472 for (
int j = 0;
j <
Player.maxBuffs;
j++)
16473 {
16475 {
16477 break;
16478 }
16479 }
16481 {
16482 NetMessage.SendData(50, -1, -1,
null,
myPlayer);
16483 NetMessage.SendData(13, -1, -1,
null,
myPlayer);
16484 }
16485 bool flag3 =
false;
16487 {
16489 }
16491 {
16492 NetMessage.SendData(99, -1, -1,
null,
myPlayer);
16493 }
16494 bool flag4 =
false;
16496 {
16498 }
16500 {
16501 NetMessage.SendData(115, -1, -1,
null,
myPlayer);
16502 }
16504 {
16505 NetMessage.SendData(13, -1, -1,
null,
myPlayer);
16506 }
16508 {
16509 NetMessage.SendData(138);
16510 }
16512 }
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)
static void TrySyncingItemArray(ref bool syncedAnyInventoryContents, Item[] my, Item[] other, int slotOffset)
static Player clientPlayer
static Player LocalPlayer