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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-09-04 20:56:27 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-09-04 20:56:27 -0400
commitf57feb7319725513fadde8b14d55f4e8e4b82c24 (patch)
tree0aa73f31f421fe6f3497ecd555d3a0d1227f74a5 /src/SMAPI/Framework/SCore.cs
parent685d56894f837fd9739a7dc021adc9b13d56be00 (diff)
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extend game's input logic instead of replacing it
Diffstat (limited to 'src/SMAPI/Framework/SCore.cs')
-rw-r--r--src/SMAPI/Framework/SCore.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs
index eedbfc64..bfe6e277 100644
--- a/src/SMAPI/Framework/SCore.cs
+++ b/src/SMAPI/Framework/SCore.cs
@@ -423,7 +423,7 @@ namespace StardewModdingAPI.Framework
private void OnGameInitialized()
{
// set initial state
- this.Input.TrueUpdate();
+ this.Input.Update();
// init watchers
this.Watchers = new WatcherCore(this.Input, this.Game.GetObservableLocations());
@@ -492,7 +492,7 @@ namespace StardewModdingAPI.Framework
// user from doing anything on the overnight shipping screen.
SInputState inputState = this.Input;
if (this.Game.IsActive)
- inputState.TrueUpdate();
+ inputState.Update();
/*********
** Special cases
@@ -795,7 +795,7 @@ namespace StardewModdingAPI.Framework
}
// raise input button events
- foreach (var pair in inputState.LastButtonStates)
+ foreach (var pair in inputState.ButtonStates)
{
SButton button = pair.Key;
SButtonState status = pair.Value;