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-rw-r--r--src/SMAPI/Context.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/SMAPI/Context.cs b/src/SMAPI/Context.cs
index 98d60b78..aa4ecf35 100644
--- a/src/SMAPI/Context.cs
+++ b/src/SMAPI/Context.cs
@@ -23,7 +23,7 @@ namespace StardewModdingAPI
internal static bool IsSaveLoaded => Game1.hasLoadedGame && Game1.activeClickableMenu is not TitleMenu;
/// <summary>Whether the game is currently writing to the save file.</summary>
- internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
+ internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu or ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
/// <summary>The active split-screen instance IDs.</summary>
internal static readonly ISet<int> ActiveScreenIds = new HashSet<int>();
@@ -39,7 +39,7 @@ namespace StardewModdingAPI
}
/// <summary>Whether the in-game world is completely unloaded and not in the process of being loaded. The world may still exist in memory at this point, but should be ignored.</summary>
- internal static bool IsWorldFullyUnloaded => Context.LoadStage == LoadStage.ReturningToTitle || Context.LoadStage == LoadStage.None;
+ internal static bool IsWorldFullyUnloaded => Context.LoadStage is LoadStage.ReturningToTitle or LoadStage.None;
/*********