private void CharacterSave_UCE_WorldEvents(Player player) { foreach (UCE_WorldEvent ev in NetworkManagerMMO.UCE_WorldEvents) { int id = player.UCE_WorldEvents.FindIndex(x => x.template == ev.template); if (id != -1) { UCE_WorldEvent e = player.UCE_WorldEvents[id]; e.count = ev.count; player.UCE_WorldEvents[id] = e; } } // -- we save the world events as well here, but only if they changed and only once (not for every player) NetworkManagerMMO.UCE_SaveWorldEvents(); }