/// <summary>The mod entry point, called after the mod is first loaded.</summary> /// <param name="helper">Provides simplified APIs for writing mods.</param> public override void Entry(IModHelper helper) { Logger.Init(this.Monitor); MultiplayerHelper.Init(this.Helper.Multiplayer); SaveGameHelper.Init(this.Helper.Data); ConfigHelper.Init(this.Helper); SaveGameHelper.AddResetCommand(helper); helper.Events.Display.MenuChanged += (object sender, MenuChangedEventArgs e) => EventHandler.OnMenuChanged(ref this.isInDialog, e); helper.Events.Multiplayer.ModMessageReceived += (object sender, ModMessageReceivedEventArgs e) => EventHandler.OnModMessageReceived(e); helper.Events.Multiplayer.PeerConnected += (object sender, PeerConnectedEventArgs e) => EventHandler.OnPeerConnected(e); helper.Events.Player.InventoryChanged += (object sender, InventoryChangedEventArgs e) => EventHandler.OnInventoryChanged(this.OnItemRemoved, e); helper.Events.Player.Warped += (object sender, WarpedEventArgs e) => EventHandler.OnWarped(); helper.Events.GameLoop.DayEnding += (object sender, DayEndingEventArgs e) => EventHandler.OnDayEnding(); helper.Events.GameLoop.ReturnedToTitle += (object sender, ReturnedToTitleEventArgs e) => EventHandler.OnReturnedToTitle(); helper.Events.GameLoop.Saving += (object sender, SavingEventArgs e) => EventHandler.OnSaving(); helper.Events.GameLoop.SaveLoaded += (object sender, SaveLoadedEventArgs e) => EventHandler.OnSaveLoaded(); helper.Events.World.NpcListChanged += (object sender, NpcListChangedEventArgs e) => EventHandler.OnNpcListChanged(e); }
/// <summary>Send the save state to all peers.</summary> public static void SyncWithPeers() { MultiplayerHelper.SendMessage(SaveState, Key); }
/// <summary>Send the configuration to all peers.</summary> public static void SyncWithPeers() { MultiplayerHelper.SendMessage(Config, Key); }