summaryrefslogtreecommitdiff
path: root/src/SMAPI/Context.cs
diff options
context:
space:
mode:
authorJesse Plamondon-Willard <github@jplamondonw.com>2018-04-10 18:20:49 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-04-10 18:20:49 -0400
commit9fba3c12667555958e2eb6ecf1d2ebe47fd77c58 (patch)
treef0232b2b0376302b641d6ce80526c47c4ca969a6 /src/SMAPI/Context.cs
parentf41896041dcdc9ab5ac014f2b185d86e2f21ebf9 (diff)
downloadSMAPI-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.cs8
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
****/