diff options
Diffstat (limited to 'src/StardewModdingAPI/Framework/SGame.cs')
-rw-r--r-- | src/StardewModdingAPI/Framework/SGame.cs | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs index 36722339..87f46523 100644 --- a/src/StardewModdingAPI/Framework/SGame.cs +++ b/src/StardewModdingAPI/Framework/SGame.cs @@ -438,25 +438,25 @@ namespace StardewModdingAPI.Framework *********/ if (Context.IsWorldReady) { - // raise events (only when something changes, not on the initial load) + // raise current location changed + if (Game1.currentLocation != this.PreviousGameLocation) + { + if (this.VerboseLogging) + this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace); + LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation); + } + + // raise player changed + if (Game1.player != this.PreviousFarmer) + PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player); + + // raise events that shouldn't be triggered on initial load if (Game1.uniqueIDForThisGame == this.PreviousSaveID) { // raise location list changed if (this.GetHash(Game1.locations) != this.PreviousGameLocations) LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations); - // raise current location changed - if (Game1.currentLocation != this.PreviousGameLocation) - { - if (this.VerboseLogging) - this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace); - LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation); - } - - // raise player changed - if (Game1.player != this.PreviousFarmer) - PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player); - // raise player leveled up a skill if (Game1.player.combatLevel != this.PreviousCombatLevel) PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel); |