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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-06-30 16:55:59 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-06-30 16:55:59 -0400
commit8b9d1baaea415dfb3d845e990898c29c024c5c18 (patch)
treeb15c5b6f2e6b7bfe2fcf684cdcbda0b001be1875
parent96a8401c03bc38b682a5a793fb4d15766a2663b2 (diff)
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fix Context.IsPlayerFree being false during festivals (#550)
-rw-r--r--docs/release-notes.md3
-rw-r--r--src/SMAPI/Context.cs2
2 files changed, 3 insertions, 2 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md
index 2b449ac7..ae7f766d 100644
--- a/docs/release-notes.md
+++ b/docs/release-notes.md
@@ -48,11 +48,12 @@
* Added absolute pixels to `ICursorPosition`.
* Added support for reading/writing `ISemanticVersion` to JSON.
* Update checks now use the update key order when deciding which to link to.
- * Fixed error if a mod loads a PNG while the game is loading (e.g. custom map tilesheets via `IAssetLoader`).
* Fixed assets loaded by temporary content managers not being editable by mods.
* Fixed assets not reloaded consistently when the player switches language.
+ * Fixed error if a mod loads a PNG while the game is loading (e.g. custom map tilesheets via `IAssetLoader`).
* Fixed input suppression not working consistently for clicks.
* Fixed console command input not saved to the log.
+ * Fixed `Context.IsPlayerFree` being false during festivals.
* Fixed `helper.ModRegistry.GetApi` interface validation errors not mentioning which interface caused the issue.
* Fixed some common non-mod build output being included in release zip.
* Fixed mods able to intercept other mods' assets via the internal asset keys.
diff --git a/src/SMAPI/Context.cs b/src/SMAPI/Context.cs
index 74def086..3905699e 100644
--- a/src/SMAPI/Context.cs
+++ b/src/SMAPI/Context.cs
@@ -17,7 +17,7 @@ namespace StardewModdingAPI
public static bool IsWorldReady { get; internal set; }
/// <summary>Whether <see cref="IsWorldReady"/> is true and the player is free to act in the world (no menu is displayed, no cutscene is in progress, etc).</summary>
- public static bool IsPlayerFree => Context.IsWorldReady && Game1.activeClickableMenu == null && !Game1.dialogueUp && !Game1.eventUp;
+ public static bool IsPlayerFree => Context.IsWorldReady && Game1.activeClickableMenu == null && !Game1.dialogueUp && (!Game1.eventUp || Game1.isFestival());
/// <summary>Whether <see cref="IsPlayerFree"/> is true and the player is free to move (e.g. not using a tool).</summary>
public static bool CanPlayerMove => Context.IsPlayerFree && Game1.player.CanMove;