using ModernUO.CodeGeneratedEvents; namespace Server.Network; public static partial class GameServer { public class GameLoginEventArgs { public GameLoginEventArgs(NetState state, string un, string pw) { State = state; Username = un; Password = pw; } public NetState State { get; } public string Username { get; } public string Password { get; } public bool Accepted { get; set; } /// /// When true, the login will be completed asynchronously (e.g., by a gateway handler). /// The packet handler skips both the accept and reject paths. /// The handler that sets this is responsible for calling SendCharacterList or Disconnect. /// public bool Deferred { get; set; } public CityInfo[] CityInfo { get; set; } } [GeneratedEvent(nameof(GameServerLoginEvent))] public static partial void GameServerLoginEvent(GameLoginEventArgs e); }