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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2018-12-03 02:39:20 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2018-12-04 23:49:06 -0500
commit3744e2f1e5505c9d15fb3bc985ad147a33621048 (patch)
treecf6c6accf9024b553a1772658720f909c6c6b25f /src/SMAPI/Context.cs
parenta2a0469cd024e2fd4b35503db152ba1a6df712ec (diff)
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add SMAPI 3.0 compatibility strict mode (#606)
Diffstat (limited to 'src/SMAPI/Context.cs')
-rw-r--r--src/SMAPI/Context.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/SMAPI/Context.cs b/src/SMAPI/Context.cs
index c7aed81d..cd1cf1c2 100644
--- a/src/SMAPI/Context.cs
+++ b/src/SMAPI/Context.cs
@@ -22,7 +22,7 @@ namespace StardewModdingAPI
/// <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;
- /// <summary>Whether the game is currently running the draw loop. This isn't relevant to most mods, since you should use <see cref="GraphicsEvents.OnPostRenderEvent"/> to draw to the screen.</summary>
+ /// <summary>Whether the game is currently running the draw loop. This isn't relevant to most mods, since you should use <see cref="IDisplayEvents"/> events to draw to the screen.</summary>
public static bool IsInDrawLoop { get; internal set; }
/// <summary>Whether <see cref="IsWorldReady"/> and the player loaded the save in multiplayer mode (regardless of whether any other players are connected).</summary>