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);
}
}