void InGameSuccess() { //Wrap our function inside a catcher try { //If character isnt ingame yet if (!Character.InGame) { //Load player data PlayerDataLoad(); //Load premium ticket LoadTicket(Character); //Load guild information LoadPlayerGuildInfo(true); //Load spawns ObjectSpawnCheck(); //Send stats packet client.Send(Packet.PlayerStat(Character)); //Send player state packet client.Send(Packet.StatePack(Character.Information.UniqueID, 0x04, 0x02, false)); //Send complete load packet client.Send(Packet.Completeload()); //Send player silk packet client.Send(Packet.Silk(Player.Silk, Player.SilkPrem)); //Set new movement stopwatch Character.Position.Movementwatch = new System.Diagnostics.Stopwatch(); //Load friends GetFriendsList(); //Set player online MsSQL.UpdateData("UPDATE character SET online='1' WHERE id='" + Character.Information.CharacterID + "'"); //Set ingame bool to true this.Character.InGame = true; //Load message welcome (Copyright message leave intact). LoadMessage(); //Load guild data GetGuildData(); //Update hp and mp UpdateHp(); UpdateMp(); //Set player to normal state (4 0) / Not attackable = (4 2) client.Send(Packet.StatePack(Character.Information.UniqueID, 0x04, 0x00, false)); //Disabled until fully reworked and updated and optimized. //Load transport //LoadTransport(); //Load grabpet if active //LoadGrabPet(); //Regen this.HPregen(4000); this.MPregen(4000); } } //Catch bad exception errors catch (Exception ex) { //Write information to the console Console.WriteLine("InGame Success Error: {0}", ex); //Write error to debug log Systems.Debugger.Write(ex); } }