public static void Packet_SaveHouses(int index, ref byte[] data) { checked { if (!(S_Players.GetPlayerAccess(index) < 2)) { ByteStream buffer = new ByteStream(data); int Count = buffer.ReadInt32(); if (Count > 0) { int num = Count; for (int z = 1; z <= num; z++) { int i = buffer.ReadInt32(); S_Housing.HouseConfig[i].ConfigName = (buffer.ReadString().Trim()); S_Housing.HouseConfig[i].BaseMap = buffer.ReadInt32(); S_Housing.HouseConfig[i].X = buffer.ReadInt32(); S_Housing.HouseConfig[i].Y = buffer.ReadInt32(); S_Housing.HouseConfig[i].Price = buffer.ReadInt32(); S_Housing.HouseConfig[i].MaxFurniture = buffer.ReadInt32(); S_Housing.SaveHouse(i); int playersOnline = S_GameLogic.GetPlayersOnline(); for (int x = 1; x <= playersOnline; x++) { if (S_NetworkConfig.IsPlaying(x) && modTypes.Player[x].Character[(int)modTypes.TempPlayer[x].CurChar].InHouse == i) { S_Housing.SendFurnitureToHouse(i); } } } } buffer.Dispose(); } } }
public static void SaveHouses() { int max_HOUSES = S_Housing.MAX_HOUSES; checked { for (int i = 1; i <= max_HOUSES; i++) { S_Housing.SaveHouse(i); } } }