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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-08-29 23:06:08 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-08-29 23:06:08 -0400
commita13c994e8b2573e7a8be5a77a8e348f1171dbc55 (patch)
tree583c476080e061afe6d04db7163284ec53b67271 /src/SMAPI/Framework/ContentManagers/ModContentManager.cs
parent097df9076d0ab189ca9fe84cc4f61d52b607376a (diff)
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Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/ModContentManager.cs')
-rw-r--r--src/SMAPI/Framework/ContentManagers/ModContentManager.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
index 26ddb067..12d672cf 100644
--- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
@@ -250,7 +250,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
if (pixel.A == byte.MinValue || pixel.A == byte.MaxValue)
continue; // no need to change fully transparent/opaque pixels
- data[i] = new Color(pixel.R * pixel.A / byte.MaxValue, pixel.G * pixel.A / byte.MaxValue, pixel.B * pixel.A / byte.MaxValue, pixel.A); // slower version: Color.FromNonPremultiplied(data[i].ToVector4())
+ data[i] = new Color(pixel.R * pixel.A / byte.MaxValue, pixel.G * pixel.A / byte.MaxValue, pixel.B * pixel.A / byte.MaxValue, pixel.A); // slower version: Color.FromNonPremultiplied(data[i].ToVector4())
}
texture.SetData(data);
@@ -275,12 +275,12 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// * If the location is indoors or the desert, or the image source contains 'path' or 'object', it's loaded
/// as-is relative to the <c>Content</c> folder.
/// * Else it's loaded from <c>Content\Maps</c> with a seasonal prefix.
- ///
+ ///
/// That logic doesn't work well in our case, mainly because we have no location metadata at this point.
/// Instead we use a more heuristic approach: check relative to the map file first, then relative to
/// <c>Content\Maps</c>, then <c>Content</c>. If the image source filename contains a seasonal prefix, try for a
/// seasonal variation and then an exact match.
- ///
+ ///
/// While that doesn't exactly match the game logic, it's close enough that it's unlikely to make a difference.
/// </remarks>
private void FixCustomTilesheetPaths(Map map, string relativeMapPath)