public static void PopulateDefaults(NewPlayerInfo info) { SettingsStore.Set(Setting_Health, info.Health); SettingsStore.Set(Setting_MaxHealth, info.MaxHealth); SettingsStore.Set(Setting_Mana, info.Mana); SettingsStore.Set(Setting_MaxMana, info.MaxMana); if (info.Inventory != null) { foreach (var item in info.Inventory) { var id = ItemTable.NewItem(CharacterManager.ItemType.Inventory, item.NetId, item.Stack, item.Prefix, item.Slot); AddItem(id); } } if (info.Armor != null) { foreach (var item in info.Armor) { var id = ItemTable.NewItem(CharacterManager.ItemType.Armor, item.NetId, item.Stack, item.Prefix, item.Slot); AddItem(id); } } if (info.Dye != null) { foreach (var item in info.Dye) { var id = ItemTable.NewItem(CharacterManager.ItemType.Dye, item.NetId, item.Stack, item.Prefix, item.Slot); AddItem(id); } } }
public ServerCharacter(NewPlayerInfo info, Player player) { //I need to test this soon. I'm not sure that the first time a player authenticates whether we use the existing player data (ie male, colours etc) //At this stage, it'll clone //this.Male = player.male; this.Mana = info.Mana; this.Health = info.Health; this.MaxHealth = info.Health; this.SpawnX = player.SpawnX; this.SpawnY = player.SpawnY; this.HideVisual = player.hideVisual; this.HairDye = player.hairDye; this.Hair = player.hair; this.Difficulty = player.difficulty; this.HairColor = player.hairColor; this.SkinColor = player.skinColor; this.EyeColor = player.eyeColor; this.ShirtColor = player.shirtColor; this.UnderShirtColor = player.underShirtColor; this.PantsColor = player.pantsColor; this.ShoeColor = player.shoeColor; this.Inventory = info.Inventory .Select((item, index) => item == null ? null : new SlotItem(item.NetId, item.Stack, item.Prefix, index)) .ToList(); }
public ServerCharacter(NewPlayerInfo info, Player player) { this.Health = info.Health; this.MaxHealth = info.MaxHealth; this.Mana = info.Mana; this.MaxMana = info.MaxMana; this.SpawnX = player.SpawnX; this.SpawnY = player.SpawnY; this.HideVisual = player.hideVisual; this.HairDye = player.hairDye; this.Hair = player.hair; this.Difficulty = player.difficulty; this.HairColor = player.hairColor; this.SkinColor = player.skinColor; this.EyeColor = player.eyeColor; this.ShirtColor = player.shirtColor; this.UnderShirtColor = player.underShirtColor; this.PantsColor = player.pantsColor; this.ShoeColor = player.shoeColor; this.AnglerQuests = player.anglerQuestsFinished; if (info.Inventory != null) { this.Inventory = info.Inventory.ToList(); } if (info.Armor != null) { this.Armor = info.Armor.ToList(); } if (info.Dye != null) { this.Dye = info.Dye.ToList(); } this.Buffs = player.buffType; this.BuffTime = player.buffTime; // player.anglerQuestsFinished }
public ServerCharacter(NewPlayerInfo info, Player player) { this.Health = info.Health; this.MaxHealth = info.MaxHealth; this.Mana = info.Mana; this.MaxMana = info.MaxMana; this.SpawnX = player.SpawnX; this.SpawnY = player.SpawnY; this.HideVisual = player.hideVisual; this.HairDye = player.hairDye; this.Hair = player.hair; this.Difficulty = player.difficulty; this.HairColor = player.hairColor; this.SkinColor = player.skinColor; this.EyeColor = player.eyeColor; this.ShirtColor = player.shirtColor; this.UnderShirtColor = player.underShirtColor; this.PantsColor = player.pantsColor; this.ShoeColor = player.shoeColor; this.AnglerQuests = player.anglerQuestsFinished; if (info.Inventory != null) this.Inventory = info.Inventory.ToList(); if (info.Armor != null) this.Armor = info.Armor.ToList(); if (info.Dye != null) this.Dye = info.Dye.ToList(); if (info.Equipment != null) this.Equipment = info.Equipment.ToList(); if (info.MiscDyes != null) this.MiscDyes = info.MiscDyes.ToList(); if (info.Bank != null) this.Bank = info.Bank.ToList(); if (info.Bank2 != null) this.Bank2 = info.Bank2.ToList(); this.Buffs = player.buffType; this.BuffTime = player.buffTime; // player.anglerQuestsFinished }