public static void Initialize() { if (Program.properties != null) { stopSpawns = Program.properties.StopNPCSpawning; SpawnsOverride = Program.properties.NPCSpawnsOverride; } NPC.ClearNames(); NPC.SetNames(); //foreach (var buff in new int[] { 20, 24, 31, 39 }) // pvpBuff[buff] = true; foreach (var buff in new int[] { 20, 21, 22, 23, 24, 25, 28, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39 }) { debuff[buff] = true; } foreach (var i in new int[] { 3, 4, 5, 10, 11, 12, 13, 14, 15, 16, 17, 18, 20, 21, 24, 26, 27, 28, 29, 31, 33, 34, 35, 36, 42, 50, 55, 61, 71, 72, 73, 74, 77, 78, 79, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 103, 104, 105, 106, 110, 113, 114, 125, 126, 128, 129, 132, 133, 134, 135, 136, 137, 138, 139, 141, 142, 143, 144, 149 }) { tileFrameImportant[i] = true; } foreach (var i in new int[] { 63, 64, 65, 66, 67, 68, 130, 131 }) { tileStone[i] = true; } foreach (var i in new int[] { 0, 1, 2, 6, 7, 8, 9, 10, 22, 23, 25, 30, 32, 37, 38, 39, 40, 41, 43, 44, 45, 46, 47, 48, 52, 53, 56, 57, 58, 59, 60, 62, 63, 64, 65, 66, 67, 68, 70, 75, 76, 107, 108, 109, 111, 112, 115, 116, 117, 118, 119, 120, 121, 122, 123, 130, 131, 137, 138, 140, 145, 146, 147, 148 }) { tileBlockLight[i] = true; } foreach (var i in new int[] { 0, 1, 2, 6, 7, 8, 9, 10, 19, 22, 23, 25, 30, 37, 38, 39, 40, 41, 43, 44, 45, 46, 47, 48, 53, 54, 56, 57, 58, 59, 60, 63, 64, 65, 66, 67, 68, 70, 75, 76, 107, 108, 109, 111, 112, 116, 117, 118, 119, 120, 121, 122, 123, 127, 130, 137, 138, 140, 145, 146, 147, 148 }) { tileSolid[i] = true; } foreach (var i in new int[] { 1, 6, 7, 8, 9, 22, 25, 30, 37, 38, 39, 40, 41, 43, 44, 45, 46, 47, 53, 56, 107, 108, 111, 112, 116, 117, 118, 119, 120, 121, 122, 123, 140, 145, 146, 147, 148 }) { tileMergeDirt[i] = true; } foreach (var i in new int[] { 3, 24, 28, 32, 51, 52, 61, 62, 69, 71, 73, 74, 82, 83, 84, 110, 113, 115 }) { tileCut[i] = true; } foreach (var i in new int[] { 3, 4, 24, 32, 50, 61, 69, 73, 74, 82, 83, 84, 110, 113 }) { tileNoFail[i] = true; } foreach (var i in new int[] { 1, 4, 5, 6, 10, 11, 12, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 29, 30, 31 }) { wallHouse[i] = true; } foreach (var i in new int[] { 82, 83, 84 }) { tileAlch[i] = true; } foreach (var i in new int[] { 3, 5, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 27, 28, 29, 32, 33, 34, 35, 36, 42, 49, 50, 52, 55, 61, 62, 69, 71, 72, 73, 74, 79, 80, 81, 86, 87, 88, 89, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 103, 104, 106, 110, 113, 115, 125, 126 }) { tileLavaDeath[i] = true; } foreach (var i in new int[] { 3, 4, 10, 13, 14, 15, 16, 17, 18, 19, 20, 21, 27, 50, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 101, 102, 110, 114 }) { tileNoAttach[i] = true; } foreach (var i in new int[] { 41, 43, 44 }) { tileDungeon[i] = true; } foreach (var i in new int[] { 14, 18, 19, 87, 88, 101, 114 }) { tileTable[i] = true; } foreach (var i in new int[] { 4, 51, 93, 98 }) { tileWaterDeath[i] = true; } foreach (var i in new int[] { 8, 12 }) { tileShine[i] = 1000; } foreach (var i in new int[] { 9 }) { tileShine[i] = 1050; } foreach (var i in new int[] { 7 }) { tileShine[i] = 1100; } foreach (var i in new int[] { 6, 22 }) { tileShine[i] = 1150; } foreach (var i in new int[] { 21 }) { tileShine[i] = 1200; } foreach (var i in new int[] { 122 }) { tileShine[i] = 1800; } foreach (var i in new int[] { 121 }) { tileShine[i] = 1850; } foreach (var i in new int[] { 45 }) { tileShine[i] = 1900; } foreach (var i in new int[] { 46 }) { tileShine[i] = 2000; } foreach (var i in new int[] { 47 }) { tileShine[i] = 2100; } foreach (var i in new int[] { 63, 64, 65, 66, 67, 68, 108 }) { tileShine[i] = 900; } foreach (var i in new int[] { 111 }) { tileShine[i] = 850; } foreach (var i in new int[] { 107 }) { tileShine[i] = 950; } foreach (var i in new int[] { 129 }) { tileShine[i] = 300; } foreach (var i in new int[] { 109, 110, 117, 116 }) { tileShine[i] = 9000; } foreach (var i in new int[] { 118 }) { tileShine[i] = 8000; } foreach (var i in new int[] { 125 }) { tileShine[i] = 600; } foreach (var i in new int[] { 14, 16, 18, 19, 87, 88, 101, 114 }) { tileSolidTop[i] = true; } for (int l = 0; l < Item.MAX_ITEMS + 1; l++) { item[l] = new Item(); } for (int m = 0; m < NPC.MAX_NPCS + 1; m++) { npcs[m] = new NPC(); npcs[m].whoAmI = m; } for (int i = 0; i < MAX_PLAYERS + 1; i++) { players[i] = new Player(); } for (int num2 = 0; num2 < 1001; num2++) { projectile[num2] = new Projectile(); } for (int num10 = 0; num10 < Liquid.resLiquid; num10++) { liquid[num10] = new Liquid(); } for (int num11 = 0; num11 < 10000; num11++) { liquidBuffer[num11] = new LiquidBuffer(); } teamColor[0] = new Color(255, 255, 255); teamColor[1] = new Color(230, 40, 20); teamColor[2] = new Color(20, 200, 30); teamColor[3] = new Color(75, 90, 255); teamColor[4] = new Color(200, 180, 0); NetPlay.Init(); }
public static void Initialize() { //if (Main.webProtect) //{ // getAuth(); // while (!Main.webAuth) // { // Statics.IsActive = false; // } //} Main.stopSpawns = Program.properties.StopNPCSpawning; Main.tileShine[6] = 1150; Main.tileShine[7] = 1100; Main.tileShine[8] = 1000; Main.tileShine[9] = 1050; Main.tileShine[12] = 1000; Main.tileShine[21] = 1000; Main.tileShine[22] = 1150; Main.tileShine[45] = 1900; Main.tileShine[46] = 2000; Main.tileShine[47] = 2100; Main.tileShine[63] = 900; Main.tileShine[64] = 900; Main.tileShine[65] = 900; Main.tileShine[66] = 900; Main.tileShine[67] = 900; Main.tileShine[68] = 900; foreach (int i in new int[] { 20, 21, 22, 23, 24, 25 }) { Main.debuff[i] = true; } foreach (int i in new int[] { 3, 24, 28, 32, 51, 52, 61, 62, 69, 71, 73, 74, 82, 83, 84 }) { Main.tileCut[i] = true; } foreach (int i in new int[] { 82, 83, 84 }) { Main.tileAlch[i] = true; } foreach (int i in new int[] { 3, 5, 10, 11, 12, 13, 14, 15, 16, 17, 18, 20, 21, 24, 26, 27, 28, 29, 31, 33, 34, 35, 36, 42, 50, 55, 61, 71, 72, 73, 74, 77, 78, 79, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 103, 104, 105, 106 }) { Main.tileFrameImportant[i] = true; } foreach (int i in new int[] { 3, 5, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 27, 28, 29, 32, 33, 34, 35, 36, 42, 49, 50, 52, 55, 61, 62, 69, 71, 72, 73, 74, 79, 80, 81, 86, 87, 88, 89, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 103, 104, 105, 106 }) { Main.tileLavaDeath[i] = true; } foreach (int i in new int[] { 0, 1, 2, 6, 7, 8, 9, 10, 22, 23, 25, 30, 32, 37, 38, 39, 40, 41, 43, 44, 45, 46, 47, 48, 51, 52, 53, 56, 57, 58, 59, 60, 62, 63, 64, 65, 66, 67, 68, 70, 75, 76 }) { Main.tileBlockLight[i] = true; } foreach (int i in new int[] { 14, 16, 18, 19, 87, 88, 101 }) { Main.tileSolidTop[i] = true; } foreach (int i in new int[] { 3, 4, 10, 13, 14, 15, 16, 17, 18, 19, 20, 21, 27, 50, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 101, 102 }) { Main.tileNoAttach[i] = true; } foreach (int i in new int[] { 14, 18, 19, 87, 88, 101 }) { Main.tileTable[i] = true; } foreach (int i in new int[] { 4, 51, 93, 98 }) { Main.tileWaterDeath[i] = true; } foreach (int i in new int[] { 1, 4, 5, 6, 10, 11, 12, 16, 17, 18, 19, 20 }) { Main.wallHouse[i] = true; } foreach (int i in new int[] { 3, 4, 24, 32, 50, 61, 69, 73, 74, 82, 83, 84 }) { Main.tileNoFail[i] = true; } foreach (int i in new int[] { 0, 1, 2, 6, 7, 8, 9, 10, 19, 22, 23, 25, 30, 37, 38, 39, 40, 41, 43, 44, 45, 46, 47, 48, 53, 54, 56, 57, 58, 59, 60, 63, 64, 65, 66, 67, 68, 70, 75, 76 }) { Main.tileSolid[i] = true; } foreach (int i in new int[] { 3, 4, 5, 11 }) { Main.tileSolid[i] = false; } foreach (int i in new int[] { 63, 64, 65, 66, 67, 68 }) { Main.tileStone[i] = false; } foreach (int i in new int[] { 41, 43, 44 }) { Main.tileDungeon[i] = true; } for (int l = 0; l < 201; l++) { Main.item[l] = new Item(); } for (int m = 0; m < NPC.MAX_NPCS + 1; m++) { Main.npcs[m] = new NPC(); Main.npcs[m].whoAmI = m; } for (int i = 0; i < MAX_PLAYERS + 1; i++) { Main.players[i] = new Player(); } for (int num2 = 0; num2 < 1001; num2++) { Main.projectile[num2] = new Projectile(); } for (int num10 = 0; num10 < Liquid.resLiquid; num10++) { Main.liquid[num10] = new Liquid(); } for (int num11 = 0; num11 < 10000; num11++) { Main.liquidBuffer[num11] = new LiquidBuffer(); } Main.teamColor[0] = new Color(255, 255, 255); Main.teamColor[1] = new Color(230, 40, 20); Main.teamColor[2] = new Color(20, 200, 30); Main.teamColor[3] = new Color(75, 90, 255); Main.teamColor[4] = new Color(200, 180, 0); NPC.SetNames(); NetPlay.Init(); }