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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-04-10 18:20:49 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-04-10 18:20:49 -0400 |
commit | 9fba3c12667555958e2eb6ecf1d2ebe47fd77c58 (patch) | |
tree | f0232b2b0376302b641d6ce80526c47c4ca969a6 /src/SMAPI/Context.cs | |
parent | f41896041dcdc9ab5ac014f2b185d86e2f21ebf9 (diff) | |
download | SMAPI-9fba3c12667555958e2eb6ecf1d2ebe47fd77c58.tar.gz SMAPI-9fba3c12667555958e2eb6ecf1d2ebe47fd77c58.tar.bz2 SMAPI-9fba3c12667555958e2eb6ecf1d2ebe47fd77c58.zip |
add context properties for multiplayer, update release notes (#453)
Diffstat (limited to 'src/SMAPI/Context.cs')
-rw-r--r-- | src/SMAPI/Context.cs | 8 |
1 files changed, 7 insertions, 1 deletions
diff --git a/src/SMAPI/Context.cs b/src/SMAPI/Context.cs index 119e14c8..7ed9b052 100644 --- a/src/SMAPI/Context.cs +++ b/src/SMAPI/Context.cs @@ -1,4 +1,4 @@ -using StardewModdingAPI.Events; +using StardewModdingAPI.Events; using StardewValley; using StardewValley.Menus; @@ -25,6 +25,12 @@ namespace StardewModdingAPI /// <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> 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> + public static bool IsMultiplayer => Context.IsWorldReady && Game1.multiplayerMode != Game1.singlePlayer; + + /// <summary>Whether <see cref="IsWorldReady"/> and the current player is the main player. This is always true in single-player, and true when hosting in multiplayer.</summary> + public static bool IsMainPlayer => Context.IsWorldReady && Game1.IsMasterGame; + /**** ** Internal ****/ |