From 7ba3f9bade1dd67221d21f1d9be7375cd2ee26c3 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 27 Jul 2018 20:36:57 -0400 Subject: remove now-unneeded save guard (#568) We previously checked !SaveGame.IsProcessing to avoid running events while the game was saving. Due to a bug in Stardew Valley on Linux/Mac, this flag is never unset when the save completes. It's no longer needed anyway, since SMAPI now runs the save synchronously. --- src/SMAPI/Framework/SGame.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src') diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 961fae08..05fedc3d 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -344,7 +344,7 @@ namespace StardewModdingAPI.Framework bool wasWorldReady = Context.IsWorldReady; if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle) this.MarkWorldNotReady(); - else if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null) + else if (Context.IsSaveLoaded && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null) { if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet) this.AfterLoadTimer.Decrement(); -- cgit