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-rw-r--r--src/StardewModdingAPI/Context.cs7
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; }