we can have more than 2 args in a command, c'mon brain
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@ -30,7 +30,7 @@ namespace StardewModdingAPI
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{
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args = input.Split(new[] {" "}, 2, StringSplitOptions.RemoveEmptyEntries);
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fnd = FindCommand(args[0]);
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args = args[1].Split(new[] { " " }, 2, StringSplitOptions.RemoveEmptyEntries);
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args = args[1].Split(new[] { " " }, StringSplitOptions.RemoveEmptyEntries);
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}
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else
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{
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@ -49,6 +49,14 @@ namespace StardewModdingAPI.Inheritance
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public Farmer PreviousFarmer { get; private set; }
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public SGame()
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{
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if (Program.debug)
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{
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//SaveGame.serializer.
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}
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}
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protected override void Initialize()
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{
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Program.Log("XNA Initialize");
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Xml.Serialization;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using StardewValley;
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@ -66,8 +67,6 @@ namespace StardewModdingAPI.Inheritance
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if (Texture != null)
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{
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int targSize = Game1.tileSize;
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int midX = (int) ((x) + 32);
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int midY = (int) ((y) + 32);
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Vector2 local = Game1.GlobalToLocal(Game1.viewport, new Vector2(x,y));
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Rectangle targ = new Rectangle((int)local.X, (int)local.Y, targSize, targSize);
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@ -207,12 +206,14 @@ namespace StardewModdingAPI.Inheritance
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public override void actionWhenBeingHeld(Farmer who)
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{
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Point p = Game1.getMousePosition();
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CurrentMouse = new Vector2(p.X, p.Y);
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CurrentMouse = new Vector2((p.X / Game1.tileSize), (p.Y / Game1.tileSize));
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Program.LogInfo(canBePlacedHere(Game1.currentLocation, CurrentMouse));
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base.actionWhenBeingHeld(who);
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}
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public override bool canBePlacedHere(GameLocation l, Vector2 tile)
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{
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Program.LogInfo(CurrentMouse.ToString().Replace("{", "").Replace("}", ""));
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if (!l.objects.ContainsKey(tile))
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return true;
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@ -221,6 +222,9 @@ namespace StardewModdingAPI.Inheritance
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public override bool placementAction(GameLocation location, int x, int y, Farmer who = null)
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{
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if (Game1.didPlayerJustRightClick())
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return false;
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x = (x / Game1.tileSize) * Game1.tileSize;
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y = (y / Game1.tileSize) * Game1.tileSize;
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@ -248,7 +252,13 @@ namespace StardewModdingAPI.Inheritance
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public override void drawPlacementBounds(SpriteBatch spriteBatch, GameLocation location)
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{
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if (canBePlacedHere(location, CurrentMouse))
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base.drawPlacementBounds(spriteBatch, location);
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{
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int targSize = Game1.tileSize;
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int x = Game1.oldMouseState.X + Game1.viewport.X;
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int y = Game1.oldMouseState.Y + Game1.viewport.Y;
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spriteBatch.Draw(Game1.mouseCursors, new Vector2((float)(x / Game1.tileSize * Game1.tileSize - Game1.viewport.X), (float)(y / Game1.tileSize * Game1.tileSize - Game1.viewport.Y)), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(Utility.playerCanPlaceItemHere(location, (Item)this, x, y, Game1.player) ? 194 : 210, 388, 16, 16)), Color.White, 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, 0.01f);
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}
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}
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}
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}
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@ -49,8 +49,8 @@ namespace StardewModdingAPI
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public static Thread gameThread;
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public static Thread consoleInputThread;
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public const string Version = "0.35 Alpha";
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public const bool debug = false;
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public const string Version = "0.36 Alpha";
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public const bool debug = true;
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public static bool disableLogging { get; private set; }
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -63,7 +63,7 @@ namespace StardewModdingAPI
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Console.Title += " - Version " + Version;
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if (debug)
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Console.Title += " - DEBUG IS NOT FALSE, AUTHOUR FORGOT TO INCREMENT VERSION VARS";
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Console.Title += " - DEBUG IS NOT FALSE, AUTHOUR NEEDS TO REUPLOAD THIS VERSION";
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//TODO: Have an app.config and put the paths inside it so users can define locations to load mods from
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ExecutionPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
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@ -84,6 +84,7 @@ namespace StardewModdingAPI
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}
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catch (Exception ex)
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{
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LogError("Could not create a missing ModPath: " + ModPath + "\n\n" + ex);
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}
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}
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@ -602,6 +602,7 @@ namespace TrainerMod
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int quality = 0;
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if (cmd.CalledArgs.Length > 1)
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{
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Console.WriteLine(cmd.CalledArgs[1]);
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if (cmd.CalledArgs[1].IsInt32())
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{
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count = cmd.CalledArgs[1].AsInt32();
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