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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-06-15 21:34:46 -0400
committerGitHub <noreply@github.com>2020-06-15 21:34:46 -0400
commite759332135df95465ceefa74af6fb936d2cf71f1 (patch)
tree74a7626f14d0f737ddc19c45dda646885ea1cd49 /src/SMAPI/Framework/Events/ModSpecialisedEvents.cs
parentff7b9a0251484bfb9737f9c6c05637f63efa9551 (diff)
parent02e7318d2b99d311a328746b23a359364575f0c5 (diff)
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Merge pull request #723 from spacechase0/event-priority
Implement event priority attribute
Diffstat (limited to 'src/SMAPI/Framework/Events/ModSpecialisedEvents.cs')
-rw-r--r--src/SMAPI/Framework/Events/ModSpecialisedEvents.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/SMAPI/Framework/Events/ModSpecialisedEvents.cs b/src/SMAPI/Framework/Events/ModSpecialisedEvents.cs
index 9388bdb2..1d6788e1 100644
--- a/src/SMAPI/Framework/Events/ModSpecialisedEvents.cs
+++ b/src/SMAPI/Framework/Events/ModSpecialisedEvents.cs
@@ -12,21 +12,21 @@ namespace StardewModdingAPI.Framework.Events
/// <summary>Raised when the low-level stage in the game's loading process has changed. This is an advanced event for mods which need to run code at specific points in the loading process. The available stages or when they happen might change without warning in future versions (e.g. due to changes in the game's load process), so mods using this event are more likely to break or have bugs. Most mods should use <see cref="IGameLoopEvents"/> instead.</summary>
public event EventHandler<LoadStageChangedEventArgs> LoadStageChanged
{
- add => this.EventManager.LoadStageChanged.Add(value);
+ add => this.EventManager.LoadStageChanged.Add(value, this.Mod);
remove => this.EventManager.LoadStageChanged.Remove(value);
}
/// <summary>Raised before the game state is updated (≈60 times per second), regardless of normal SMAPI validation. This event is not thread-safe and may be invoked while game logic is running asynchronously. Changes to game state in this method may crash the game or corrupt an in-progress save. Do not use this event unless you're fully aware of the context in which your code will be run. Mods using this event will trigger a stability warning in the SMAPI console.</summary>
public event EventHandler<UnvalidatedUpdateTickingEventArgs> UnvalidatedUpdateTicking
{
- add => this.EventManager.UnvalidatedUpdateTicking.Add(value);
+ add => this.EventManager.UnvalidatedUpdateTicking.Add(value, this.Mod);
remove => this.EventManager.UnvalidatedUpdateTicking.Remove(value);
}
/// <summary>Raised after the game state is updated (≈60 times per second), regardless of normal SMAPI validation. This event is not thread-safe and may be invoked while game logic is running asynchronously. Changes to game state in this method may crash the game or corrupt an in-progress save. Do not use this event unless you're fully aware of the context in which your code will be run. Mods using this event will trigger a stability warning in the SMAPI console.</summary>
public event EventHandler<UnvalidatedUpdateTickedEventArgs> UnvalidatedUpdateTicked
{
- add => this.EventManager.UnvalidatedUpdateTicked.Add(value);
+ add => this.EventManager.UnvalidatedUpdateTicked.Add(value, this.Mod);
remove => this.EventManager.UnvalidatedUpdateTicked.Remove(value);
}