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-rw-r--r--src/SMAPI/Framework/Input/SInputState.cs6
1 files changed, 5 insertions, 1 deletions
diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs
index 0228db0d..96a7003a 100644
--- a/src/SMAPI/Framework/Input/SInputState.cs
+++ b/src/SMAPI/Framework/Input/SInputState.cs
@@ -20,6 +20,9 @@ namespace StardewModdingAPI.Framework.Input
/// <summary>The cursor position on the screen adjusted for the zoom level.</summary>
private CursorPosition CursorPositionImpl;
+ /// <summary>The player's last known tile position.</summary>
+ private Vector2? LastPlayerTile;
+
/*********
** Accessors
@@ -83,13 +86,14 @@ namespace StardewModdingAPI.Framework.Input
MouseState realMouse = Mouse.GetState();
var activeButtons = this.DeriveStatuses(this.ActiveButtons, realKeyboard, realMouse, realController);
Vector2 cursorAbsolutePos = new Vector2(realMouse.X + Game1.viewport.X, realMouse.Y + Game1.viewport.Y);
+ Vector2? playerTilePos = Context.IsPlayerFree ? Game1.player.getTileLocation() : (Vector2?)null;
// update real states
this.ActiveButtons = activeButtons;
this.RealController = realController;
this.RealKeyboard = realKeyboard;
this.RealMouse = realMouse;
- if (this.CursorPositionImpl?.AbsolutePixels != cursorAbsolutePos)
+ if (cursorAbsolutePos != this.CursorPositionImpl?.AbsolutePixels || playerTilePos != this.LastPlayerTile)
this.CursorPositionImpl = this.GetCursorPosition(realMouse, cursorAbsolutePos);
// update suppressed states