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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-07-27 20:36:57 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-07-27 20:36:57 -0400 |
commit | 7ba3f9bade1dd67221d21f1d9be7375cd2ee26c3 (patch) | |
tree | 48ea09429514451d809f5cc9c571a50636cc7ec9 /src/SMAPI/Framework | |
parent | 0806a9724214f96eedf741ca6b5cc2aab0dbd14b (diff) | |
download | SMAPI-7ba3f9bade1dd67221d21f1d9be7375cd2ee26c3.tar.gz SMAPI-7ba3f9bade1dd67221d21f1d9be7375cd2ee26c3.tar.bz2 SMAPI-7ba3f9bade1dd67221d21f1d9be7375cd2ee26c3.zip |
remove now-unneeded save guard (#568)
We previously checked !SaveGame.IsProcessing to avoid running events while the game was saving. Due to a bug in Stardew Valley on Linux/Mac, this flag is never unset when the save completes. It's no longer needed anyway, since SMAPI now runs the save synchronously.
Diffstat (limited to 'src/SMAPI/Framework')
-rw-r--r-- | src/SMAPI/Framework/SGame.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 961fae08..05fedc3d 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -344,7 +344,7 @@ namespace StardewModdingAPI.Framework bool wasWorldReady = Context.IsWorldReady; if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle) this.MarkWorldNotReady(); - else if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null) + else if (Context.IsSaveLoaded && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null) { if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet) this.AfterLoadTimer.Decrement(); |