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.NewMobileIncoming) {
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 if ( state.StygianAbyss ) {
state.Send( new MobileUpdate( m ) );
state.Send( new MobileUpdate( m ) );
m.CheckLightLevels( true );
state.Send( new MobileUpdate( m ) );
state.Send( new MobileIncomingSA( 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 MobileIncomingSA( 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();
}