diff options
Diffstat (limited to 'src/SMAPI')
| -rw-r--r-- | src/SMAPI/Framework/SGame.cs | 11 | ||||
| -rw-r--r-- | src/SMAPI/Framework/StateTracking/PlayerTracker.cs | 5 | 
2 files changed, 7 insertions, 9 deletions
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 89bf18ef..7578473b 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -23,7 +23,6 @@ using StardewValley.Menus;  using StardewValley.Tools;  using xTile.Dimensions;  using xTile.Layers; -using SFarmer = StardewValley.Farmer;  using SObject = StardewValley.Object;  namespace StardewModdingAPI.Framework @@ -872,10 +871,10 @@ namespace StardewModdingAPI.Framework                              Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);                              Game1.currentLocation.Map.GetLayer("Back").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);                              Game1.currentLocation.drawWater(Game1.spriteBatch); -                            IEnumerable<SFarmer> source = Game1.currentLocation.farmers; +                            IEnumerable<Farmer> source = Game1.currentLocation.farmers;                              if (Game1.currentLocation.currentEvent != null && !Game1.currentLocation.currentEvent.isFestival && Game1.currentLocation.currentEvent.farmerActors.Count > 0) -                                source = (IEnumerable<SFarmer>)Game1.currentLocation.currentEvent.farmerActors; -                            IEnumerable<SFarmer> farmers = source.Where<SFarmer>((Func<SFarmer, bool>)(farmer => +                                source = (IEnumerable<Farmer>)Game1.currentLocation.currentEvent.farmerActors; +                            IEnumerable<Farmer> farmers = source.Where<Farmer>((Func<Farmer, bool>)(farmer =>                              {                                  if (!farmer.IsLocalPlayer)                                      return !(bool)((NetFieldBase<bool, NetBool>)farmer.hidden); @@ -899,7 +898,7 @@ namespace StardewModdingAPI.Framework                                              Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.Sprite.SpriteHeight <= 16 ? -4 : 12))))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);                                      }                                  } -                                foreach (SFarmer farmer in farmers) +                                foreach (Farmer farmer in farmers)                                  {                                      if (!(bool)((NetFieldBase<bool, NetBool>)farmer.swimming) && !farmer.isRidingHorse() && (Game1.currentLocation == null || !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmer.getTileLocation())))                                      { @@ -943,7 +942,7 @@ namespace StardewModdingAPI.Framework                                              Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);                                      }                                  } -                                foreach (SFarmer farmer in farmers) +                                foreach (Farmer farmer in farmers)                                  {                                      if (!(bool)((NetFieldBase<bool, NetBool>)farmer.swimming) && !farmer.isRidingHorse() && (Game1.currentLocation != null && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmer.getTileLocation())))                                      { diff --git a/src/SMAPI/Framework/StateTracking/PlayerTracker.cs b/src/SMAPI/Framework/StateTracking/PlayerTracker.cs index f6bfc98e..032705b7 100644 --- a/src/SMAPI/Framework/StateTracking/PlayerTracker.cs +++ b/src/SMAPI/Framework/StateTracking/PlayerTracker.cs @@ -6,7 +6,6 @@ using StardewModdingAPI.Events;  using StardewModdingAPI.Framework.StateTracking.FieldWatchers;  using StardewValley;  using StardewValley.Locations; -using SFarmer = StardewValley.Farmer;  using SObject = StardewValley.Object;  namespace StardewModdingAPI.Framework.StateTracking @@ -34,7 +33,7 @@ namespace StardewModdingAPI.Framework.StateTracking          ** Accessors          *********/          /// <summary>The player being tracked.</summary> -        public SFarmer Player { get; } +        public Farmer Player { get; }          /// <summary>The player's current location.</summary>          public IValueWatcher<GameLocation> LocationWatcher { get; } @@ -54,7 +53,7 @@ namespace StardewModdingAPI.Framework.StateTracking          *********/          /// <summary>Construct an instance.</summary>          /// <param name="player">The player to track.</param> -        public PlayerTracker(SFarmer player) +        public PlayerTracker(Farmer player)          {              // init player data              this.Player = player;  | 
