also raise location-list-changed on load
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@ -446,6 +446,10 @@ namespace StardewModdingAPI.Framework
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LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
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LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
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}
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}
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// raise location list changed
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if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
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LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
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// raise player changed
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// raise player changed
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if (Game1.player != this.PreviousFarmer)
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if (Game1.player != this.PreviousFarmer)
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PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
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PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
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@ -453,10 +457,6 @@ namespace StardewModdingAPI.Framework
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// raise events that shouldn't be triggered on initial load
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// raise events that shouldn't be triggered on initial load
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if (Game1.uniqueIDForThisGame == this.PreviousSaveID)
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if (Game1.uniqueIDForThisGame == this.PreviousSaveID)
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{
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{
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// raise location list changed
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if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
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LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
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// raise player leveled up a skill
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// raise player leveled up a skill
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if (Game1.player.combatLevel != this.PreviousCombatLevel)
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if (Game1.player.combatLevel != this.PreviousCombatLevel)
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PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
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PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
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