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-rw-r--r--src/SMAPI/Framework/SCore.cs8
1 files changed, 7 insertions, 1 deletions
diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs
index 7fd5bcd3..d0f5ffb4 100644
--- a/src/SMAPI/Framework/SCore.cs
+++ b/src/SMAPI/Framework/SCore.cs
@@ -158,9 +158,12 @@ namespace StardewModdingAPI.Framework
/// <remarks>This is only intended for use by external code like the Error Handler mod.</remarks>
internal static SCore Instance { get; private set; }
- /// <summary>The number of update ticks which have already executed. This is similar to <see cref="Game1.ticks"/>, but incremented more consistently for every tick.</summary>
+ /// <summary>The number of game update ticks which have already executed. This is similar to <see cref="Game1.ticks"/>, but incremented more consistently for every tick.</summary>
internal static uint TicksElapsed { get; private set; }
+ /// <summary>A specialized form of <see cref="TicksElapsed"/> which is incremented each time SMAPI performs a processing tick (whether that's a game update, one wait cycle while synchronizing code, etc).</summary>
+ internal static uint ProcessTicksElapsed { get; private set; }
+
/*********
** Public methods
@@ -558,6 +561,7 @@ namespace StardewModdingAPI.Framework
finally
{
SCore.TicksElapsed++;
+ SCore.ProcessTicksElapsed++;
}
}
@@ -631,6 +635,8 @@ namespace StardewModdingAPI.Framework
this.Reflection.GetMethod(Game1.game1, "UpdateTitleScreen").Invoke(Game1.currentGameTime); // run game logic to change music on load, etc
while (Game1.currentLoader?.MoveNext() == true)
{
+ SCore.ProcessTicksElapsed++;
+
// raise load stage changed
switch (Game1.currentLoader.Current)
{