public Player() { int[] array = new int[2]; this.hurtCooldowns = array; this.width = 20; this.height = 42; this.name = string.Empty; for (int i = 0; i < 59; i++) { if (i < (int)this.armor.Length) { this.armor[i] = new Item(); this.armor[i].name = ""; } this.inventory[i] = new Item(); this.inventory[i].name = ""; } for (int j = 0; j < 40; j++) { this.bank.item[j] = new Item(); this.bank.item[j].name = ""; this.bank2.item[j] = new Item(); this.bank2.item[j].name = ""; } for (int k = 0; k < (int)this.dye.Length; k++) { this.dye[k] = new Item(); } for (int l = 0; l < (int)this.miscEquips.Length; l++) { this.miscEquips[l] = new Item(); } for (int m = 0; m < (int)this.miscDyes.Length; m++) { this.miscDyes[m] = new Item(); } this.grappling[0] = -1; this.inventory[0].SetDefaults("Copper Shortsword"); this.inventory[1].SetDefaults("Copper Pickaxe"); this.inventory[2].SetDefaults("Copper Axe"); this.statManaMax = 20; if (Main.cEd) { this.inventory[3].SetDefaults(603, false); } for (int n = 0; n < 419; n++) { this.adjTile[n] = false; this.oldAdjTile[n] = false; } this.hitTile = new HitTile(); this.mount = new Mount(); }
public Player() { this.width = 20; this.height = 42; this.name = string.Empty; for (int index = 0; index < 59; ++index) { if (index < this.armor.Length) { this.armor[index] = new Item(); this.armor[index].name = ""; } this.inventory[index] = new Item(); this.inventory[index].name = ""; } for (int index = 0; index < 40; ++index) { this.bank.item[index] = new Item(); this.bank.item[index].name = ""; this.bank2.item[index] = new Item(); this.bank2.item[index].name = ""; } for (int index = 0; index < this.dye.Length; ++index) this.dye[index] = new Item(); for (int index = 0; index < this.miscEquips.Length; ++index) this.miscEquips[index] = new Item(); for (int index = 0; index < this.miscDyes.Length; ++index) this.miscDyes[index] = new Item(); this.trashItem = new Item(); this.grappling[0] = -1; GiveStartEquipment(); this.statManaMax = 20; if (Main.cEd) this.inventory[3].SetDefaults(603, false); for (int index = 0; index < 419; ++index) { this.adjTile[index] = false; this.oldAdjTile[index] = false; } this.hitTile = new HitTile(); this.mount = new Mount(); }
public Player() { this.name = string.Empty; for (int i = 0; i < 59; i++) { if (i < 16) { this.armor[i] = new Item(); this.armor[i].name = ""; } this.inventory[i] = new Item(); this.inventory[i].name = ""; } for (int j = 0; j < Chest.maxItems; j++) { this.bank.item[j] = new Item(); this.bank.item[j].name = ""; this.bank2.item[j] = new Item(); this.bank2.item[j].name = ""; } for (int k = 0; k < 8; k++) { this.dye[k] = new Item(); } this.grappling[0] = -1; this.inventory[0].SetDefaults("Copper Shortsword"); this.inventory[1].SetDefaults("Copper Pickaxe"); this.inventory[2].SetDefaults("Copper Axe"); this.statManaMax = 20; if (Main.cEd) { this.inventory[3].SetDefaults(603, false); } for (int l = 0; l < 314; l++) { this.adjTile[l] = false; this.oldAdjTile[l] = false; } this.hitTile = new HitTile(); }
public Player() { int[] array = new int[2]; this.hurtCooldowns = array; //base..ctor(); this.width = 20; this.height = 42; this.name = string.Empty; for (int i = 0; i < 59; i++) { if (i < this.armor.Length) { this.armor[i] = new Item(); this.armor[i].name = ""; } this.inventory[i] = new Item(); this.inventory[i].name = ""; } for (int j = 0; j < 40; j++) { this.bank.item[j] = new Item(); this.bank.item[j].name = ""; this.bank2.item[j] = new Item(); this.bank2.item[j].name = ""; } for (int k = 0; k < this.dye.Length; k++) { this.dye[k] = new Item(); } for (int l = 0; l < this.miscEquips.Length; l++) { this.miscEquips[l] = new Item(); } for (int m = 0; m < this.miscDyes.Length; m++) { this.miscDyes[m] = new Item(); } this.trashItem = new Item(); this.grappling[0] = -1; this.inventory[0].SetDefaults("Copper Shortsword"); this.inventory[1].SetDefaults("Copper Pickaxe"); this.inventory[2].SetDefaults("Copper Axe"); this.statManaMax = 20; this.extraAccessory = false; if (Main.cEd) { this.inventory[3].SetDefaults(603, false); } this.inventory[6].SetDefaults(ItemID.WireCutter); this.inventory[7].SetDefaults(ItemID.Wrench); this.inventory[8].SetDefaults(ItemID.BlueWrench); this.inventory[9].SetDefaults(ItemID.GreenWrench); this.inventory[19].SetDefaults(ItemID.Wire); this.inventory[18].SetDefaults(ItemID.Actuator); for (int n = 0; n < 419; n++) { this.adjTile[n] = false; this.oldAdjTile[n] = false; } this.hitTile = new HitTile(); this.mount = new Mount(); }