public static void DoLogin( NetState state, Mobile m ) { state.Send( new LoginConfirm( m ) ); if ( m.Map != null ) state.Send( new MapChange( m ) ); state.Send( new MapPatches() ); state.Send( SeasonChange.Instantiate( m.GetSeason(), true ) ); state.Send( SupportedFeatures.Instantiate( state ) ); state.Sequence = 0; if ( state.StygianAbyss ) { state.Send( new MobileUpdate( m ) ); state.Send( new MobileUpdate( m ) ); m.CheckLightLevels( true ); state.Send( new MobileUpdate( m ) ); state.Send( new MobileIncoming( m, m ) ); //state.Send( new MobileAttributes( m ) ); state.Send( new MobileStatus( m, m ) ); state.Send( Server.Network.SetWarMode.Instantiate( m.Warmode ) ); m.SendEverything(); state.Send( SupportedFeatures.Instantiate( state ) ); state.Send( new MobileUpdate( m ) ); //state.Send( new MobileAttributes( m ) ); state.Send( new MobileStatus( m, m ) ); state.Send( Server.Network.SetWarMode.Instantiate( m.Warmode ) ); state.Send( new MobileIncoming( m, m ) ); } else { state.Send( new MobileUpdateOld( m ) ); state.Send( new MobileUpdateOld( m ) ); m.CheckLightLevels( true ); state.Send( new MobileUpdateOld( m ) ); state.Send( new MobileIncomingOld( m, m ) ); //state.Send( new MobileAttributes( m ) ); state.Send( new MobileStatus( m, m ) ); state.Send( Server.Network.SetWarMode.Instantiate( m.Warmode ) ); m.SendEverything(); state.Send( SupportedFeatures.Instantiate( state ) ); state.Send( new MobileUpdateOld( m ) ); //state.Send( new MobileAttributes( m ) ); state.Send( new MobileStatus( m, m ) ); state.Send( Server.Network.SetWarMode.Instantiate( m.Warmode ) ); state.Send( new MobileIncomingOld( m, m ) ); } state.Send( LoginComplete.Instance ); state.Send( new CurrentTime() ); state.Send( SeasonChange.Instantiate( m.GetSeason(), true ) ); state.Send( new MapChange( m ) ); EventSink.InvokeLogin( new LoginEventArgs( m ) ); m.ClearFastwalkStack(); }
public static void DoLogin( NetState state, Mobile m ) { state.Send( new LoginConfirm( m ) ); if ( m.Map != null ) state.Send( new MapChange( m ) ); state.Send( new MapPatches() ); state.Send( SeasonChange.Instantiate( m.GetSeason(), true ) ); state.Send( SupportedFeatures.Instantiate( state.Account ) ); state.Sequence = 0; state.Send( new MobileUpdate( m ) ); state.Send( new MobileUpdate( m ) ); m.CheckLightLevels( true ); state.Send( new MobileUpdate( m ) ); state.Send( new MobileIncoming( m, m ) ); //state.Send( new MobileAttributes( m ) ); state.Send( new MobileStatus( m, m ) ); state.Send( Server.Network.SetWarMode.Instantiate( m.Warmode ) ); m.SendEverything(); state.Send( SupportedFeatures.Instantiate( state.Account ) ); state.Send( new MobileUpdate( m ) ); //state.Send( new MobileAttributes( m ) ); state.Send( new MobileStatus( m, m ) ); state.Send( Server.Network.SetWarMode.Instantiate( m.Warmode ) ); state.Send( new MobileIncoming( m, m ) ); state.Send( LoginComplete.Instance ); state.Send( new CurrentTime() ); state.Send( SeasonChange.Instantiate( m.GetSeason(), true ) ); state.Send( new MapChange( m ) ); try { EventSink.InvokeLogin(new LoginEventArgs(m)); } catch (Exception ex) { log.Fatal("Exception disarmed in Login", ex); } m.ClearFastwalkStack(); }