Ejemplo n.º 1
0
        internal static void ResizeArrays(bool unloading = false)
        {
            //Textures
            Array.Resize(ref TextureAssets.Wall, nextWall);

            //Sets
            LoaderUtils.ResetStaticMembers(typeof(WallID), true);

            //Etc
            Array.Resize(ref Main.wallHouse, nextWall);
            Array.Resize(ref Main.wallDungeon, nextWall);
            Array.Resize(ref Main.wallLight, nextWall);
            Array.Resize(ref Main.wallBlend, nextWall);
            Array.Resize(ref Main.wallLargeFrames, nextWall);
            Array.Resize(ref Main.wallFrame, nextWall);
            Array.Resize(ref Main.wallFrameCounter, nextWall);

            ModLoader.BuildGlobalHook(ref HookKillSound, globalWalls, g => g.KillSound);
            ModLoader.BuildGlobalHook(ref HookNumDust, globalWalls, g => g.NumDust);
            ModLoader.BuildGlobalHook(ref HookCreateDust, globalWalls, g => g.CreateDust);
            ModLoader.BuildGlobalHook(ref HookDrop, globalWalls, g => g.Drop);
            ModLoader.BuildGlobalHook(ref HookKillWall, globalWalls, g => g.KillWall);
            ModLoader.BuildGlobalHook(ref HookCanExplode, globalWalls, g => g.CanExplode);
            ModLoader.BuildGlobalHook(ref HookModifyLight, globalWalls, g => g.ModifyLight);
            ModLoader.BuildGlobalHook(ref HookRandomUpdate, globalWalls, g => g.RandomUpdate);
            ModLoader.BuildGlobalHook(ref HookPreDraw, globalWalls, g => g.PreDraw);
            ModLoader.BuildGlobalHook(ref HookPostDraw, globalWalls, g => g.PostDraw);
            ModLoader.BuildGlobalHook(ref HookPlaceInWorld, globalWalls, g => g.PlaceInWorld);

            if (!unloading)
            {
                loaded = true;
            }
        }
Ejemplo n.º 2
0
        internal static void ResizeArrays()
        {
            //Sets
            LoaderUtils.ResetStaticMembers(typeof(MountID), true);

            //Etc
            Array.Resize(ref Mount.mounts, MountCount);
        }
Ejemplo n.º 3
0
        internal static void ResizeArrays(bool unloading)
        {
            //Textures
            Array.Resize(ref TextureAssets.Npc, nextNPC);

            //Sets
            LoaderUtils.ResetStaticMembers(typeof(NPCID), true);

            //Etc
            Array.Resize(ref Main.townNPCCanSpawn, nextNPC);
            Array.Resize(ref Main.slimeRainNPC, nextNPC);
            Array.Resize(ref Main.npcCatchable, nextNPC);
            Array.Resize(ref Main.npcFrameCount, nextNPC);
            Array.Resize(ref Main.SceneMetrics.NPCBannerBuff, nextNPC);
            Array.Resize(ref NPC.killCount, nextNPC);
            Array.Resize(ref NPC.npcsFoundForCheckActive, nextNPC);
            Array.Resize(ref Lang._npcNameCache, nextNPC);
            Array.Resize(ref EmoteBubble.CountNPCs, nextNPC);
            Array.Resize(ref WorldGen.TownManager._hasRoom, nextNPC);

            foreach (var player in Main.player)
            {
                Array.Resize(ref player.npcTypeNoAggro, nextNPC);
            }

            for (int k = NPCID.Count; k < nextNPC; k++)
            {
                Main.npcFrameCount[k] = 1;
                Lang._npcNameCache[k] = LocalizedText.Empty;
            }

            globalNPCsArray = globalNPCs
                              .Select(g => new Instanced <GlobalNPC>(g.index, g))
                              .ToArray();

            foreach (var hook in hooks)
            {
                hook.Update(globalNPCs);
            }

            if (!unloading)
            {
                loaded = true;
            }
        }
Ejemplo n.º 4
0
        //change initial size of Terraria.Player.npcTypeNoAggro and NPCBannerBuff to NPCLoader.NPCCount()
        //in Terraria.Main.MouseText replace 251 with NPCLoader.NPCCount()
        //in Terraria.Main.DrawNPCs and Terraria.NPC.NPCLoot remove type too high check
        //replace a lot of 540 immediates
        //in Terraria.GameContent.UI.EmoteBubble make CountNPCs internal
        internal static void ResizeArrays(bool unloading)
        {
            //Textures
            Array.Resize(ref TextureAssets.Npc, nextNPC);

            //Sets
            LoaderUtils.ResetStaticMembers(typeof(NPCID), true);

            //Etc
            Array.Resize(ref Main.townNPCCanSpawn, nextNPC);
            Array.Resize(ref Main.slimeRainNPC, nextNPC);
            Array.Resize(ref Main.npcCatchable, nextNPC);
            Array.Resize(ref Main.npcFrameCount, nextNPC);
            Array.Resize(ref NPC.killCount, nextNPC);
            Array.Resize(ref NPC.npcsFoundForCheckActive, nextNPC);
            Array.Resize(ref Lang._npcNameCache, nextNPC);
            Array.Resize(ref EmoteBubble.CountNPCs, nextNPC);
            Array.Resize(ref WorldGen.TownManager._hasRoom, nextNPC);

            for (int k = NPCID.Count; k < nextNPC; k++)
            {
                Main.npcFrameCount[k] = 1;
                Lang._npcNameCache[k] = LocalizedText.Empty;
            }

            InstancedGlobals = globalNPCs.Where(g => g.InstancePerEntity).ToArray();

            for (int i = 0; i < InstancedGlobals.Length; i++)
            {
                InstancedGlobals[i].instanceIndex = i;
            }

            foreach (var hook in hooks)
            {
                hook.arr = ModLoader.BuildGlobalHook(globalNPCs, hook.method);
            }

            if (!unloading)
            {
                loaded = true;
            }
        }
Ejemplo n.º 5
0
        //in Terraria.GameContent.ChildSafety make SafeGore internal and not readonly
        internal static void ResizeAndFillArrays()
        {
            //Textures
            Array.Resize(ref TextureAssets.Gore, GoreCount);

            //Sets
            LoaderUtils.ResetStaticMembers(typeof(GoreID), true);
            Array.Resize(ref ChildSafety.SafeGore, GoreCount);

            for (int k = GoreID.Count; k < GoreCount; k++)
            {
                GoreID.Sets.DisappearSpeed[k]      = 1;
                GoreID.Sets.DisappearSpeedAlpha[k] = 1;
            }

            foreach (var pair in gores)
            {
                TextureAssets.Gore[pair.Key] = ModContent.GetTexture(pair.Value.Texture);
            }
        }
Ejemplo n.º 6
0
        //in Terraria.GameContent.ChildSafety make SafeGore internal and not readonly
        internal static void ResizeAndFillArrays()
        {
            //Textures
            Array.Resize(ref TextureAssets.Gore, nextGore);

            //Sets
            LoaderUtils.ResetStaticMembers(typeof(GoreID), true);
            Array.Resize(ref ChildSafety.SafeGore, nextGore);

            for (int k = GoreID.Count; k < nextGore; k++)
            {
                GoreID.Sets.DisappearSpeed[k]      = 1;
                GoreID.Sets.DisappearSpeedAlpha[k] = 1;
            }

            foreach (string texture in gores.Keys)
            {
                TextureAssets.Gore[gores[texture]] = ModContent.GetTexture(texture);
            }
        }
Ejemplo n.º 7
0
        //change initial size of Terraria.Player.ownedProjectileCounts to ProjectileLoader.ProjectileCount()
        internal static void ResizeArrays()
        {
            //Textures
            Array.Resize(ref TextureAssets.Projectile, nextProjectile);

            //Sets
            LoaderUtils.ResetStaticMembers(typeof(ProjectileID), true);

            //Etc
            Array.Resize(ref Main.projHostile, nextProjectile);
            Array.Resize(ref Main.projHook, nextProjectile);
            Array.Resize(ref Main.projFrames, nextProjectile);
            Array.Resize(ref Main.projPet, nextProjectile);
            Array.Resize(ref Lang._projectileNameCache, nextProjectile);

            for (int k = ProjectileID.Count; k < nextProjectile; k++)
            {
                Main.projFrames[k]           = 1;
                Lang._projectileNameCache[k] = LocalizedText.Empty;
            }

            Array.Resize(ref Projectile.perIDStaticNPCImmunity, nextProjectile);

            for (int i = 0; i < nextProjectile; i++)
            {
                Projectile.perIDStaticNPCImmunity[i] = new uint[200];
            }

            InstancedGlobals = globalProjectiles.Where(g => g.InstancePerEntity).ToArray();

            for (int i = 0; i < InstancedGlobals.Length; i++)
            {
                InstancedGlobals[i].instanceIndex = i;
            }

            foreach (var hook in hooks)
            {
                hook.arr = ModLoader.BuildGlobalHook(globalProjectiles, hook.method);
            }
        }
Ejemplo n.º 8
0
        internal static void ResizeArrays()
        {
            //Textures
            Array.Resize(ref TextureAssets.Buff, nextBuff);

            //Sets
            LoaderUtils.ResetStaticMembers(typeof(BuffID), true);

            //Etc
            Array.Resize(ref Main.pvpBuff, nextBuff);
            Array.Resize(ref Main.persistentBuff, nextBuff);
            Array.Resize(ref Main.vanityPet, nextBuff);
            Array.Resize(ref Main.lightPet, nextBuff);
            Array.Resize(ref Main.meleeBuff, nextBuff);
            Array.Resize(ref Main.debuff, nextBuff);
            Array.Resize(ref Main.buffNoSave, nextBuff);
            Array.Resize(ref Main.buffNoTimeDisplay, nextBuff);
            Array.Resize(ref Main.buffDoubleApply, nextBuff);
            Array.Resize(ref Main.buffAlpha, nextBuff);
            Array.Resize(ref Lang._buffNameCache, nextBuff);
            Array.Resize(ref Lang._buffDescriptionCache, nextBuff);

            for (int k = BuffID.Count; k < nextBuff; k++)
            {
                Lang._buffNameCache[k]        = LocalizedText.Empty;
                Lang._buffDescriptionCache[k] = LocalizedText.Empty;
            }

            extraPlayerBuffCount = ModLoader.Mods.Any() ? ModLoader.Mods.Max(m => (int)m.ExtraPlayerBuffSlots) : 0;

            //Hooks
            ModLoader.BuildGlobalHook(ref HookUpdatePlayer, globalBuffs, g => g.Update);
            ModLoader.BuildGlobalHook(ref HookUpdateNPC, globalBuffs, g => g.Update);
            ModLoader.BuildGlobalHook(ref HookReApplyPlayer, globalBuffs, g => g.ReApply);
            ModLoader.BuildGlobalHook(ref HookReApplyNPC, globalBuffs, g => g.ReApply);
            ModLoader.BuildGlobalHook(ref HookModifyBuffTip, globalBuffs, g => g.ModifyBuffTip);
            ModLoader.BuildGlobalHook(ref HookCustomBuffTipSize, globalBuffs, g => g.CustomBuffTipSize);
            ModLoader.BuildGlobalHook(ref HookDrawCustomBuffTip, globalBuffs, g => g.DrawCustomBuffTip);
        }
Ejemplo n.º 9
0
        //change initial size of Terraria.Player.ownedProjectileCounts to ProjectileLoader.ProjectileCount()
        internal static void ResizeArrays()
        {
            //Textures
            Array.Resize(ref TextureAssets.Projectile, nextProjectile);

            //Sets
            LoaderUtils.ResetStaticMembers(typeof(ProjectileID), true);

            //Etc
            Array.Resize(ref Main.projHostile, nextProjectile);
            Array.Resize(ref Main.projHook, nextProjectile);
            Array.Resize(ref Main.projFrames, nextProjectile);
            Array.Resize(ref Main.projPet, nextProjectile);
            Array.Resize(ref Lang._projectileNameCache, nextProjectile);

            for (int k = ProjectileID.Count; k < nextProjectile; k++)
            {
                Main.projFrames[k]           = 1;
                Lang._projectileNameCache[k] = LocalizedText.Empty;
            }

            Array.Resize(ref Projectile.perIDStaticNPCImmunity, nextProjectile);

            for (int i = 0; i < nextProjectile; i++)
            {
                Projectile.perIDStaticNPCImmunity[i] = new uint[200];
            }

            globalProjectilesArray = globalProjectiles
                                     .Select(g => new Instanced <GlobalProjectile>(g.index, g))
                                     .ToArray();

            foreach (var hook in hooks)
            {
                hook.Update(globalProjectiles);
            }
        }
Ejemplo n.º 10
0
        internal static void ResizeAndFillArrays()
        {
            //Textures
            Array.Resize(ref TextureAssets.ArmorHead, nextEquip[EquipType.Head]);
            Array.Resize(ref TextureAssets.ArmorBody, nextEquip[EquipType.Body]);
            Array.Resize(ref TextureAssets.FemaleBody, nextEquip[EquipType.Body]);
            Array.Resize(ref TextureAssets.ArmorArm, nextEquip[EquipType.Body]);
            Array.Resize(ref TextureAssets.ArmorLeg, nextEquip[EquipType.Legs]);
            Array.Resize(ref TextureAssets.AccHandsOn, nextEquip[EquipType.HandsOn]);
            Array.Resize(ref TextureAssets.AccHandsOff, nextEquip[EquipType.HandsOff]);
            Array.Resize(ref TextureAssets.AccBack, nextEquip[EquipType.Back]);
            Array.Resize(ref TextureAssets.AccFront, nextEquip[EquipType.Front]);
            Array.Resize(ref TextureAssets.AccShoes, nextEquip[EquipType.Shoes]);
            Array.Resize(ref TextureAssets.AccWaist, nextEquip[EquipType.Waist]);
            Array.Resize(ref TextureAssets.Wings, nextEquip[EquipType.Wings]);
            Array.Resize(ref TextureAssets.AccShield, nextEquip[EquipType.Shield]);
            Array.Resize(ref TextureAssets.AccNeck, nextEquip[EquipType.Neck]);
            Array.Resize(ref TextureAssets.AccFace, nextEquip[EquipType.Face]);
            Array.Resize(ref TextureAssets.AccBalloon, nextEquip[EquipType.Balloon]);

            //Sets
            LoaderUtils.ResetStaticMembers(typeof(ArmorIDs), true);
            WingStatsInitializer.Load();

            foreach (EquipType type in EquipTypes)
            {
                foreach (var entry in equipTextures[type])
                {
                    int          slot    = entry.Key;
                    EquipTexture texture = entry.Value;

                    GetTextureArray(type)[slot] = ModContent.GetTexture(texture.Texture);

                    if (type == EquipType.Body)
                    {
                        TextureAssets.FemaleBody[slot] = ModContent.GetTexture(femaleTextures[slot]);
                        TextureAssets.ArmorArm[slot]   = ModContent.GetTexture(armTextures[slot]);
                    }
                }
            }

            Array.Resize(ref Item.headType, nextEquip[EquipType.Head]);

            foreach (var entry in slotToId[EquipType.Head])
            {
                Item.headType[entry.Key] = entry.Value;
            }

            Array.Resize(ref Item.bodyType, nextEquip[EquipType.Body]);

            foreach (var entry in slotToId[EquipType.Body])
            {
                Item.bodyType[entry.Key] = entry.Value;
            }

            Array.Resize(ref Item.legType, nextEquip[EquipType.Legs]);

            foreach (var entry in slotToId[EquipType.Legs])
            {
                Item.legType[entry.Key] = entry.Value;
            }
        }
Ejemplo n.º 11
0
        internal static void ResizeArrays(bool unloading = false)
        {
            //Textures
            Array.Resize(ref TextureAssets.Tile, nextTile);
            Array.Resize(ref TextureAssets.HighlightMask, nextTile);

            //Sets
            LoaderUtils.ResetStaticMembers(typeof(TileID), true);

            //Etc
            Array.Resize(ref Main.SceneMetrics._tileCounts, nextTile);
            Array.Resize(ref Main.PylonSystem._sceneMetrics._tileCounts, nextTile);
            Array.Resize(ref Main.tileLighted, nextTile);
            Array.Resize(ref Main.tileMergeDirt, nextTile);
            Array.Resize(ref Main.tileCut, nextTile);
            Array.Resize(ref Main.tileAlch, nextTile);
            Array.Resize(ref Main.tileShine, nextTile);
            Array.Resize(ref Main.tileShine2, nextTile);
            Array.Resize(ref Main.tileStone, nextTile);
            Array.Resize(ref Main.tileAxe, nextTile);
            Array.Resize(ref Main.tileHammer, nextTile);
            Array.Resize(ref Main.tileWaterDeath, nextTile);
            Array.Resize(ref Main.tileLavaDeath, nextTile);
            Array.Resize(ref Main.tileTable, nextTile);
            Array.Resize(ref Main.tileBlockLight, nextTile);
            Array.Resize(ref Main.tileNoSunLight, nextTile);
            Array.Resize(ref Main.tileDungeon, nextTile);
            Array.Resize(ref Main.tileSpelunker, nextTile);
            Array.Resize(ref Main.tileSolidTop, nextTile);
            Array.Resize(ref Main.tileSolid, nextTile);
            Array.Resize(ref Main.tileBouncy, nextTile);
            Array.Resize(ref Main.tileLargeFrames, nextTile);
            Array.Resize(ref Main.tileRope, nextTile);
            Array.Resize(ref Main.tileBrick, nextTile);
            Array.Resize(ref Main.tileMoss, nextTile);
            Array.Resize(ref Main.tileNoAttach, nextTile);
            Array.Resize(ref Main.tileNoFail, nextTile);
            Array.Resize(ref Main.tileObsidianKill, nextTile);
            Array.Resize(ref Main.tileFrameImportant, nextTile);
            Array.Resize(ref Main.tilePile, nextTile);
            Array.Resize(ref Main.tileBlendAll, nextTile);
            Array.Resize(ref Main.tileContainer, nextTile);
            Array.Resize(ref Main.tileSign, nextTile);
            Array.Resize(ref Main.tileSand, nextTile);
            Array.Resize(ref Main.tileFlame, nextTile);
            Array.Resize(ref Main.tileFrame, nextTile);
            Array.Resize(ref Main.tileFrameCounter, nextTile);
            Array.Resize(ref Main.tileMerge, nextTile);
            Array.Resize(ref Main.tileOreFinderPriority, nextTile);
            Array.Resize(ref Main.tileGlowMask, nextTile);
            Array.Resize(ref Main.tileCracked, nextTile);

            Array.Resize(ref WorldGen.tileCounts, nextTile);
            Array.Resize(ref WorldGen.houseTile, nextTile);
            //Array.Resize(ref GameContent.Biomes.CaveHouseBiome._blacklistedTiles, nextTile);
            Array.Resize(ref GameContent.Biomes.CorruptionPitBiome.ValidTiles, nextTile);
            Array.Resize(ref HouseUtils.BlacklistedTiles, nextTile);
            Array.Resize(ref HouseUtils.BeelistedTiles, nextTile);

            for (int i = 0; i < nextTile; i++)               //oh dear
            {
                Array.Resize(ref Main.tileMerge[i], nextTile);
            }

            for (int i = TileID.Count; i < nextTile; i++)
            {
                Main.tileGlowMask[i] = -1;                 //If we don't this, every modded tile will have a glowmask by default.
            }

            while (TileObjectData._data.Count < nextTile)
            {
                TileObjectData._data.Add(null);
            }

            //Hooks
            ModLoader.BuildGlobalHook(ref HookKillSound, globalTiles, g => g.KillSound);
            ModLoader.BuildGlobalHook(ref HookNumDust, globalTiles, g => g.NumDust);
            ModLoader.BuildGlobalHook(ref HookCreateDust, globalTiles, g => g.CreateDust);
            ModLoader.BuildGlobalHook(ref HookDropCritterChance, globalTiles, g => g.DropCritterChance);
            ModLoader.BuildGlobalHook(ref HookDrop, globalTiles, g => g.Drop);
            ModLoader.BuildGlobalHook(ref HookCanKillTile, globalTiles, g => g.CanKillTile);
            ModLoader.BuildGlobalHook(ref HookKillTile, globalTiles, g => g.KillTile);
            ModLoader.BuildGlobalHook(ref HookCanExplode, globalTiles, g => g.CanExplode);
            ModLoader.BuildGlobalHook(ref HookNearbyEffects, globalTiles, g => g.NearbyEffects);
            ModLoader.BuildGlobalHook(ref HookModifyLight, globalTiles, g => g.ModifyLight);
            ModLoader.BuildGlobalHook(ref HookDangersense, globalTiles, g => g.Dangersense);
            ModLoader.BuildGlobalHook(ref HookSetSpriteEffects, globalTiles, g => g.SetSpriteEffects);
            ModLoader.BuildGlobalHook(ref HookAnimateTile, globalTiles, g => g.AnimateTile);
            ModLoader.BuildGlobalHook(ref HookPreDraw, globalTiles, g => g.PreDraw);
            ModLoader.BuildGlobalHook(ref HookDrawEffects, globalTiles, g => g.DrawEffects);
            ModLoader.BuildGlobalHook(ref HookPostDraw, globalTiles, g => g.PostDraw);
            ModLoader.BuildGlobalHook(ref HookSpecialDraw, globalTiles, g => g.SpecialDraw);
            ModLoader.BuildGlobalHook(ref HookRandomUpdate, globalTiles, g => g.RandomUpdate);
            ModLoader.BuildGlobalHook(ref HookTileFrame, globalTiles, g => g.TileFrame);
            ModLoader.BuildGlobalHook(ref HookCanPlace, globalTiles, g => g.CanPlace);
            ModLoader.BuildGlobalHook(ref HookAdjTiles, globalTiles, g => g.AdjTiles);
            ModLoader.BuildGlobalHook(ref HookRightClick, globalTiles, g => g.RightClick);
            ModLoader.BuildGlobalHook(ref HookMouseOver, globalTiles, g => g.MouseOver);
            ModLoader.BuildGlobalHook(ref HookMouseOverFar, globalTiles, g => g.MouseOverFar);
            ModLoader.BuildGlobalHook(ref HookAutoSelect, globalTiles, g => g.AutoSelect);
            ModLoader.BuildGlobalHook(ref HookPreHitWire, globalTiles, g => g.PreHitWire);
            ModLoader.BuildGlobalHook(ref HookHitWire, globalTiles, g => g.HitWire);
            ModLoader.BuildGlobalHook(ref HookSlope, globalTiles, g => g.Slope);
            ModLoader.BuildGlobalHook(ref HookFloorVisuals, globalTiles, g => g.FloorVisuals);
            ModLoader.BuildGlobalHook(ref HookChangeWaterfallStyle, globalTiles, g => g.ChangeWaterfallStyle);
            ModLoader.BuildGlobalHook(ref HookSaplingGrowthType, globalTiles, g => g.SaplingGrowthType);
            ModLoader.BuildGlobalHook(ref HookPlaceInWorld, globalTiles, g => g.PlaceInWorld);

            if (!unloading)
            {
                loaded = true;
            }
        }