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-rw-r--r--src/SMAPI/Framework/Events/ModWorldEvents.cs20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/SMAPI/Framework/Events/ModWorldEvents.cs b/src/SMAPI/Framework/Events/ModWorldEvents.cs
index f4c40abc..a7b7d799 100644
--- a/src/SMAPI/Framework/Events/ModWorldEvents.cs
+++ b/src/SMAPI/Framework/Events/ModWorldEvents.cs
@@ -3,69 +3,69 @@ using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.Events
{
- /// <summary>Events raised when something changes in the world.</summary>
+ /// <inheritdoc cref="IWorldEvents" />
internal class ModWorldEvents : ModEventsBase, IWorldEvents
{
/*********
** Accessors
*********/
- /// <summary>Raised after a game location is added or removed.</summary>
+ /// <inheritdoc />
public event EventHandler<LocationListChangedEventArgs> LocationListChanged
{
add => this.EventManager.LocationListChanged.Add(value, this.Mod);
remove => this.EventManager.LocationListChanged.Remove(value);
}
- /// <summary>Raised after buildings are added or removed in a location.</summary>
+ /// <inheritdoc />
public event EventHandler<BuildingListChangedEventArgs> BuildingListChanged
{
add => this.EventManager.BuildingListChanged.Add(value, this.Mod);
remove => this.EventManager.BuildingListChanged.Remove(value);
}
- /// <summary>Raised after debris are added or removed in a location.</summary>
+ /// <inheritdoc />
public event EventHandler<DebrisListChangedEventArgs> DebrisListChanged
{
add => this.EventManager.DebrisListChanged.Add(value, this.Mod);
remove => this.EventManager.DebrisListChanged.Remove(value);
}
- /// <summary>Raised after large terrain features (like bushes) are added or removed in a location.</summary>
+ /// <inheritdoc />
public event EventHandler<LargeTerrainFeatureListChangedEventArgs> LargeTerrainFeatureListChanged
{
add => this.EventManager.LargeTerrainFeatureListChanged.Add(value, this.Mod);
remove => this.EventManager.LargeTerrainFeatureListChanged.Remove(value);
}
- /// <summary>Raised after NPCs are added or removed in a location.</summary>
+ /// <inheritdoc />
public event EventHandler<NpcListChangedEventArgs> NpcListChanged
{
add => this.EventManager.NpcListChanged.Add(value, this.Mod);
remove => this.EventManager.NpcListChanged.Remove(value);
}
- /// <summary>Raised after objects are added or removed in a location.</summary>
+ /// <inheritdoc />
public event EventHandler<ObjectListChangedEventArgs> ObjectListChanged
{
add => this.EventManager.ObjectListChanged.Add(value, this.Mod);
remove => this.EventManager.ObjectListChanged.Remove(value);
}
- /// <summary>Raised after items are added or removed from a chest.</summary>
+ /// <inheritdoc />
public event EventHandler<ChestInventoryChangedEventArgs> ChestInventoryChanged
{
add => this.EventManager.ChestInventoryChanged.Add(value, this.Mod);
remove => this.EventManager.ChestInventoryChanged.Remove(value);
}
- /// <summary>Raised after terrain features (like floors and trees) are added or removed in a location.</summary>
+ /// <inheritdoc />
public event EventHandler<TerrainFeatureListChangedEventArgs> TerrainFeatureListChanged
{
add => this.EventManager.TerrainFeatureListChanged.Add(value, this.Mod);
remove => this.EventManager.TerrainFeatureListChanged.Remove(value);
}
- /// <summary>Raised after furniture are added or removed in a location.</summary>
+ /// <inheritdoc />
public event EventHandler<FurnitureListChangedEventArgs> FurnitureListChanged
{
add => this.EventManager.FurnitureListChanged.Add(value, this.Mod);