internal static void ResizeAndFillArrays()
{
Array.Resize(ref Main.armorHeadLoaded, nextEquip[EquipType.Head]);
Array.Resize(ref Main.armorBodyLoaded, nextEquip[EquipType.Body]);
Array.Resize(ref Main.armorLegsLoaded, nextEquip[EquipType.Legs]);
Array.Resize(ref Main.accHandsOnLoaded, nextEquip[EquipType.HandsOn]);
Array.Resize(ref Main.accHandsOffLoaded, nextEquip[EquipType.HandsOff]);
Array.Resize(ref Main.accBackLoaded, nextEquip[EquipType.Back]);
Array.Resize(ref Main.accFrontLoaded, nextEquip[EquipType.Front]);
Array.Resize(ref Main.accShoesLoaded, nextEquip[EquipType.Shoes]);
Array.Resize(ref Main.accWaistLoaded, nextEquip[EquipType.Waist]);
Array.Resize(ref Main.wingsLoaded, nextEquip[EquipType.Wings]);
Array.Resize(ref Main.accShieldLoaded, nextEquip[EquipType.Shield]);
Array.Resize(ref Main.accNeckLoaded, nextEquip[EquipType.Neck]);
Array.Resize(ref Main.accFaceLoaded, nextEquip[EquipType.Face]);
Array.Resize(ref Main.accballoonLoaded, nextEquip[EquipType.Balloon]);
foreach (EquipType type in EquipTypes)
{
for (int k = GetNumVanilla(type); k < nextEquip[type]; k++)
{
GetLoadedArray(type)[k] = true;
}
}
Array.Resize(ref Main.armorHeadTexture, nextEquip[EquipType.Head]);
Array.Resize(ref Main.armorBodyTexture, nextEquip[EquipType.Body]);
Array.Resize(ref Main.femaleBodyTexture, nextEquip[EquipType.Body]);
Array.Resize(ref Main.armorArmTexture, nextEquip[EquipType.Body]);
Array.Resize(ref Main.armorLegTexture, nextEquip[EquipType.Legs]);
Array.Resize(ref Main.accHandsOnTexture, nextEquip[EquipType.HandsOn]);
Array.Resize(ref Main.accHandsOffTexture, nextEquip[EquipType.HandsOff]);
Array.Resize(ref Main.accBackTexture, nextEquip[EquipType.Back]);
Array.Resize(ref Main.accFrontTexture, nextEquip[EquipType.Front]);
Array.Resize(ref Main.accShoesTexture, nextEquip[EquipType.Shoes]);
Array.Resize(ref Main.accWaistTexture, nextEquip[EquipType.Waist]);
Array.Resize(ref Main.wingsTexture, nextEquip[EquipType.Wings]);
Array.Resize(ref Main.accShieldTexture, nextEquip[EquipType.Shield]);
Array.Resize(ref Main.accNeckTexture, nextEquip[EquipType.Neck]);
Array.Resize(ref Main.accFaceTexture, nextEquip[EquipType.Face]);
Array.Resize(ref Main.accBalloonTexture, nextEquip[EquipType.Balloon]);
foreach (EquipType type in EquipTypes)
{
foreach (int slot in equipTextures[type].Keys)
{
EquipTexture texture = GetEquipTexture(type, slot);
GetTextureArray(type)[slot] = ModLoader.GetTexture(texture.Texture);
if (type == EquipType.Body)
{
if (femaleTextures.ContainsKey(slot))
{
Main.femaleBodyTexture[slot] = ModLoader.GetTexture(femaleTextures[slot]);
}
else
{
Main.femaleBodyTexture[slot] = Main.armorBodyTexture[slot];
}
Main.armorArmTexture[slot] = ModLoader.GetTexture(armTextures[slot]);
}
}
}
Array.Resize(ref Item.headType, nextEquip[EquipType.Head]);
foreach (int slot in slotToId[EquipType.Head].Keys)
{
Item.headType[slot] = slotToId[EquipType.Head][slot];
}
Array.Resize(ref Item.bodyType, nextEquip[EquipType.Body]);
foreach (int slot in slotToId[EquipType.Body].Keys)
{
Item.bodyType[slot] = slotToId[EquipType.Body][slot];
}
Array.Resize(ref Item.legType, nextEquip[EquipType.Legs]);
foreach (int slot in slotToId[EquipType.Legs].Keys)
{
Item.legType[slot] = slotToId[EquipType.Legs][slot];
}
}