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-rw-r--r--src/SMAPI/Events/IGameLoopEvents.cs4
-rw-r--r--src/SMAPI/Events/IModEvents.cs4
-rw-r--r--src/SMAPI/Events/ISpecialisedEvents.cs4
-rw-r--r--src/SMAPI/Events/LoadStageChangedEventArgs.cs2
-rw-r--r--src/SMAPI/Events/UnvalidatedUpdateTickedEventArgs.cs2
-rw-r--r--src/SMAPI/Events/UnvalidatedUpdateTickingEventArgs.cs2
6 files changed, 9 insertions, 9 deletions
diff --git a/src/SMAPI/Events/IGameLoopEvents.cs b/src/SMAPI/Events/IGameLoopEvents.cs
index 6fb56c8b..a576895b 100644
--- a/src/SMAPI/Events/IGameLoopEvents.cs
+++ b/src/SMAPI/Events/IGameLoopEvents.cs
@@ -5,7 +5,7 @@ namespace StardewModdingAPI.Events
/// <summary>Events linked to the game's update loop. The update loop runs roughly ≈60 times/second to run game logic like state changes, action handling, etc. These can be useful, but you should consider more semantic events like <see cref="IInputEvents"/> if possible.</summary>
public interface IGameLoopEvents
{
- /// <summary>Raised after the game is launched, right before the first update tick. This happens once per game session (unrelated to loading saves). All mods are loaded and initialised at this point, so this is a good time to set up mod integrations.</summary>
+ /// <summary>Raised after the game is launched, right before the first update tick. This happens once per game session (unrelated to loading saves). All mods are loaded and initialized at this point, so this is a good time to set up mod integrations.</summary>
event EventHandler<GameLaunchedEventArgs> GameLaunched;
/// <summary>Raised before the game state is updated (≈60 times per second).</summary>
@@ -32,7 +32,7 @@ namespace StardewModdingAPI.Events
/// <summary>Raised after the game finishes writing data to the save file (except the initial save creation).</summary>
event EventHandler<SavedEventArgs> Saved;
- /// <summary>Raised after the player loads a save slot and the world is initialised.</summary>
+ /// <summary>Raised after the player loads a save slot and the world is initialized.</summary>
event EventHandler<SaveLoadedEventArgs> SaveLoaded;
/// <summary>Raised after the game begins a new day (including when the player loads a save).</summary>
diff --git a/src/SMAPI/Events/IModEvents.cs b/src/SMAPI/Events/IModEvents.cs
index bd7ab880..1f892b31 100644
--- a/src/SMAPI/Events/IModEvents.cs
+++ b/src/SMAPI/Events/IModEvents.cs
@@ -21,7 +21,7 @@ namespace StardewModdingAPI.Events
/// <summary>Events raised when something changes in the world.</summary>
IWorldEvents World { get; }
- /// <summary>Events serving specialised edge cases that shouldn't be used by most mods.</summary>
- ISpecialisedEvents Specialised { get; }
+ /// <summary>Events serving specialized edge cases that shouldn't be used by most mods.</summary>
+ ISpecializedEvents Specialized { get; }
}
}
diff --git a/src/SMAPI/Events/ISpecialisedEvents.cs b/src/SMAPI/Events/ISpecialisedEvents.cs
index ecb109e6..bf70956d 100644
--- a/src/SMAPI/Events/ISpecialisedEvents.cs
+++ b/src/SMAPI/Events/ISpecialisedEvents.cs
@@ -2,8 +2,8 @@ using System;
namespace StardewModdingAPI.Events
{
- /// <summary>Events serving specialised edge cases that shouldn't be used by most mods.</summary>
- public interface ISpecialisedEvents
+ /// <summary>Events serving specialized edge cases that shouldn't be used by most mods.</summary>
+ public interface ISpecializedEvents
{
/// <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>
event EventHandler<LoadStageChangedEventArgs> LoadStageChanged;
diff --git a/src/SMAPI/Events/LoadStageChangedEventArgs.cs b/src/SMAPI/Events/LoadStageChangedEventArgs.cs
index e837a5f1..3529dcf3 100644
--- a/src/SMAPI/Events/LoadStageChangedEventArgs.cs
+++ b/src/SMAPI/Events/LoadStageChangedEventArgs.cs
@@ -3,7 +3,7 @@ using StardewModdingAPI.Enums;
namespace StardewModdingAPI.Events
{
- /// <summary>Event arguments for an <see cref="ISpecialisedEvents.LoadStageChanged"/> event.</summary>
+ /// <summary>Event arguments for an <see cref="ISpecializedEvents.LoadStageChanged"/> event.</summary>
public class LoadStageChangedEventArgs : EventArgs
{
/*********
diff --git a/src/SMAPI/Events/UnvalidatedUpdateTickedEventArgs.cs b/src/SMAPI/Events/UnvalidatedUpdateTickedEventArgs.cs
index 13c367a0..258e2f99 100644
--- a/src/SMAPI/Events/UnvalidatedUpdateTickedEventArgs.cs
+++ b/src/SMAPI/Events/UnvalidatedUpdateTickedEventArgs.cs
@@ -3,7 +3,7 @@ using StardewModdingAPI.Framework;
namespace StardewModdingAPI.Events
{
- /// <summary>Event arguments for an <see cref="ISpecialisedEvents.UnvalidatedUpdateTicked"/> event.</summary>
+ /// <summary>Event arguments for an <see cref="ISpecializedEvents.UnvalidatedUpdateTicked"/> event.</summary>
public class UnvalidatedUpdateTickedEventArgs : EventArgs
{
/*********
diff --git a/src/SMAPI/Events/UnvalidatedUpdateTickingEventArgs.cs b/src/SMAPI/Events/UnvalidatedUpdateTickingEventArgs.cs
index c2e60f25..e3c8b3ee 100644
--- a/src/SMAPI/Events/UnvalidatedUpdateTickingEventArgs.cs
+++ b/src/SMAPI/Events/UnvalidatedUpdateTickingEventArgs.cs
@@ -3,7 +3,7 @@ using StardewModdingAPI.Framework;
namespace StardewModdingAPI.Events
{
- /// <summary>Event arguments for an <see cref="ISpecialisedEvents.UnvalidatedUpdateTicking"/> event.</summary>
+ /// <summary>Event arguments for an <see cref="ISpecializedEvents.UnvalidatedUpdateTicking"/> event.</summary>
public class UnvalidatedUpdateTickingEventArgs : EventArgs
{
/*********