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-rw-r--r--src/SMAPI/Framework/SGame.cs11
-rw-r--r--src/SMAPI/Framework/StateTracking/PlayerTracker.cs5
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;