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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-05-23 23:31:34 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-05-23 23:31:34 -0400 |
commit | 56919271fc60f85a752b0967fe27e69c1f3770c7 (patch) | |
tree | f3c4fceb9b8d1a6c19965bb7110816e2d402e2a5 /src | |
parent | 8f1379e27323f00361c1cef107cf4ab269827b16 (diff) | |
download | SMAPI-56919271fc60f85a752b0967fe27e69c1f3770c7.tar.gz SMAPI-56919271fc60f85a752b0967fe27e69c1f3770c7.tar.bz2 SMAPI-56919271fc60f85a752b0967fe27e69c1f3770c7.zip |
fix Context.IsInDrawLoop having a public setter
Diffstat (limited to 'src')
-rw-r--r-- | src/StardewModdingAPI/Context.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/StardewModdingAPI/Context.cs b/src/StardewModdingAPI/Context.cs index 6ceabd5a..3fe70c68 100644 --- a/src/StardewModdingAPI/Context.cs +++ b/src/StardewModdingAPI/Context.cs @@ -17,7 +17,7 @@ namespace StardewModdingAPI public static bool IsWorldReady { get; internal set; } /// <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; set; } + public static bool IsInDrawLoop { get; internal set; } /**** ** Internal |