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

static void Terraria.Netplay.ClientLoopSetup ( RemoteAddress address)
inlinestaticprivate

Definition at line 437 of file Netplay.cs.

438 {
439 Connection.ResetSpecialFlags();
440 ResetNetDiag();
441 Main.ServerSideCharacter = false;
442 if (Main.rand == null)
443 {
444 Main.rand = new UnifiedRandom((int)DateTime.Now.Ticks);
445 }
446 Main.player[Main.myPlayer].hostile = false;
447 Main.clientPlayer = Main.player[Main.myPlayer].clientClone();
448 for (int i = 0; i < 255; i++)
449 {
450 if (i != Main.myPlayer)
451 {
452 Main.player[i] = new Player();
453 }
454 }
455 Main.netMode = 1;
456 Main.menuMode = 14;
457 if (!Main.autoPass)
458 {
459 Main.statusText = Language.GetTextValue("Net.ConnectingTo", address.GetFriendlyName());
460 }
461 Disconnect = false;
462 Connection = new RemoteServer();
463 Connection.ReadBuffer = new byte[1024];
464 }
static string GetTextValue(string key)
Definition Language.cs:15
static bool Disconnect
Definition Netplay.cs:55
static void ResetNetDiag()
Definition Netplay.cs:99
static RemoteServer Connection
Definition Netplay.cs:39
static DateTime Now
Definition DateTime.cs:103

References Terraria.Main.autoPass, Terraria.Netplay.Connection, Terraria.Netplay.Disconnect, Terraria.Net.RemoteAddress.GetFriendlyName(), Terraria.Localization.Language.GetTextValue(), Terraria.Main.myPlayer, System.DateTime.Now, Terraria.Main.player, Terraria.Main.rand, and Terraria.Netplay.ResetNetDiag().

Referenced by Terraria.Netplay.SocialClientLoop(), and Terraria.Netplay.TcpClientLoop().