diff options
Diffstat (limited to 'src/StardewModdingAPI/Context.cs')
-rw-r--r-- | src/StardewModdingAPI/Context.cs | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/src/StardewModdingAPI/Context.cs b/src/StardewModdingAPI/Context.cs index 6c5ae40e..119e14c8 100644 --- a/src/StardewModdingAPI/Context.cs +++ b/src/StardewModdingAPI/Context.cs @@ -16,8 +16,11 @@ namespace StardewModdingAPI /// <summary>Whether the player has loaded a save and the world has finished initialising.</summary> public static bool IsWorldReady { get; internal set; } - /// <summary>Whether the player is free to move around (e.g. save is loaded, no menu is displayed, no cutscene is in progress, etc).</summary> - public static bool IsPlayerFree => Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.player.CanMove && !Game1.dialogueUp && !Game1.eventUp; + /// <summary>Whether <see cref="IsWorldReady"/> is true and the player is free to act in the world (no menu is displayed, no cutscene is in progress, etc).</summary> + public static bool IsPlayerFree => Context.IsWorldReady && Game1.activeClickableMenu == null && !Game1.dialogueUp && !Game1.eventUp; + + /// <summary>Whether <see cref="IsPlayerFree"/> is true and the player is free to move (e.g. not using a tool).</summary> + public static bool CanPlayerMove => Context.IsPlayerFree && Game1.player.CanMove; /// <summary>Whether the game is currently running the draw loop. This isn't relevant to most mods, since you should use <see cref="GraphicsEvents.OnPostRenderEvent"/> to draw to the screen.</summary> public static bool IsInDrawLoop { get; internal set; } |