public override bool UseItem(Player player) { if (player.whoAmI == Main.myPlayer) { if (Main.raining) { PboneWorld.StopRain(); } else { PboneWorld.StartRain(); } // Vanilla does some wacky syncing. I'm just calling SendData and hoping for the best /*if (Main.maxRaining != Main.oldMaxRaining) * { * if (Main.netMode == NetmodeID.MultiplayerClient) * { * NetMessage.SendData(MessageID.WorldData); * } * Main.oldMaxRaining = Main.maxRaining; * }*/ if (Main.netMode == NetmodeID.MultiplayerClient) { NetMessage.SendData(MessageID.WorldData); } return(true); } return(base.UseItem(player)); }
public override bool UseItem(Player player) { if (player.whoAmI == Main.myPlayer) { if (player.altFunctionUse == 0) { Main.dayTime = !Main.dayTime; Main.time = 0; if (++Main.moonPhase >= 8) { Main.moonPhase = 0; } if (Main.netMode == NetmodeID.MultiplayerClient) { NetMessage.SendData(MessageID.WorldData); } return(true); } else if (player.altFunctionUse == 2) { if (PboneWorld.ForceFastForwardTime) { PboneWorld.ForceStopTimeFastForward(); player.GetModPlayer <VisualPlayer>().AmIFluxCapacitoring = false; } else { PboneWorld.ForceFastForwardTime = true; player.GetModPlayer <VisualPlayer>().AmIFluxCapacitoring = true; } return(true); } } return(base.UseItem(player)); }
public override bool UseItem(Player player) { if (player.whoAmI == Main.myPlayer) { if (Sandstorm.Happening) { PboneWorld.StopStandstorm(); } else { PboneWorld.StartSandstorm(); } // Same case as amulet of rain syncing, just hope it works if (Main.netMode == NetmodeID.MultiplayerClient) { NetMessage.SendData(MessageID.WorldData); } return(true); } return(base.UseItem(player)); }