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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-06-30 13:40:48 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-06-30 13:40:48 -0400
commit79ad322a8e31e977e455817469427f9c3cf218fd (patch)
tree41e4693aeaeb709bced710e15dbb870cb9fd1b99 /src/SMAPI/Context.cs
parentd67690ea3ea76512af194168af02a29120765247 (diff)
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tweak world-ready events to handle edge cases
In particular: - world was never considered ready if the player's name was blank; - AfterReturnToTitle didn't trigger after being disconnected in multiplayer (#545).
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 79067b2d..74def086 100644
--- a/src/SMAPI/Context.cs
+++ b/src/SMAPI/Context.cs
@@ -35,7 +35,7 @@ namespace StardewModdingAPI
** Internal
****/
/// <summary>Whether a player save has been loaded.</summary>
- internal static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.Name);
+ internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu);
/// <summary>Whether the game is currently writing to the save file.</summary>
internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something