Take advantage of some new language opportunities.
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@ -267,15 +267,11 @@ namespace StardewModdingAPI.Inheritance.Menus
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set { GetBaseFieldInfo("bobberBarAcceleration").SetValue(BaseBobberBar, value); }
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}
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public static FieldInfo[] PrivateFields
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{
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get { return GetPrivateFields(); }
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}
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public static FieldInfo[] PrivateFields => GetPrivateFields();
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public static SBobberBar ConstructFromBaseClass(BobberBar baseClass)
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{
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var b = new SBobberBar(0, 0, false, 0);
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b.BaseBobberBar = baseClass;
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var b = new SBobberBar(0, 0, false, 0) {BaseBobberBar = baseClass};
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return b;
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}
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@ -22,8 +22,7 @@ namespace StardewModdingAPI.Inheritance.Menus
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public static SGameMenu ConstructFromBaseClass(GameMenu baseClass)
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{
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var s = new SGameMenu();
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s.BaseGameMenu = baseClass;
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var s = new SGameMenu {BaseGameMenu = baseClass};
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return s;
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}
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@ -12,8 +12,7 @@ namespace StardewModdingAPI.Inheritance.Menus
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public static SInventoryPage ConstructFromBaseClass(InventoryPage baseClass)
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{
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var s = new SInventoryPage(0, 0, 0, 0);
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s.BaseInventoryPage = baseClass;
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var s = new SInventoryPage(0, 0, 0, 0) {BaseInventoryPage = baseClass};
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return s;
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}
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}
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@ -506,8 +506,7 @@ namespace StardewModdingAPI.Inheritance
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//this.checkForEscapeKeys();
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updateMusic();
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updateRaindropPosition();
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if (bloom != null)
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bloom.tick(gameTime);
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bloom?.tick(gameTime);
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if (globalFade)
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{
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if (!dialogueUp)
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@ -559,8 +558,7 @@ namespace StardewModdingAPI.Inheritance
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if (pauseThenDoFunctionTimer <= 0)
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{
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freezeControls = false;
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if (afterPause != null)
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afterPause();
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afterPause?.Invoke();
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}
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}
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if (gameMode == 3 || gameMode == 2)
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@ -657,8 +655,8 @@ namespace StardewModdingAPI.Inheritance
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currentMinigame.releaseLeftClick(getMouseX(), getMouseY());
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foreach (Buttons b in Utility.getPressedButtons(oldPadState, state3))
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currentMinigame.receiveKeyRelease(Utility.mapGamePadButtonToKey(b));
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if (state3.IsConnected && state3.IsButtonDown(Buttons.A) && currentMinigame != null)
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currentMinigame.leftClickHeld(0, 0);
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if (state3.IsConnected && state3.IsButtonDown(Buttons.A))
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currentMinigame?.leftClickHeld(0, 0);
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}
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if (currentMinigame == null)
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{
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@ -774,8 +772,7 @@ namespace StardewModdingAPI.Inheritance
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if (gameMode == 10)
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UpdateOther(gameTime);
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}
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if (audioEngine != null)
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audioEngine.Update();
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audioEngine?.Update();
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if (multiplayerMode == 2 && gameMode == 3)
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server.sendMessages(gameTime);
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}
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@ -181,22 +181,24 @@ namespace StardewModdingAPI.Inheritance
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public SObject Clone()
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{
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var toRet = new SObject();
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var toRet = new SObject
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{
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Name = Name,
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CategoryName = CategoryName,
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Description = Description,
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Texture = Texture,
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IsPassable = IsPassable,
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IsPlaceable = IsPlaceable,
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quality = quality,
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scale = scale,
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isSpawnedObject = isSpawnedObject,
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isRecipe = isRecipe,
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questItem = questItem,
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stack = 1,
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HasBeenRegistered = HasBeenRegistered,
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RegisteredId = RegisteredId
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};
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toRet.Name = Name;
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toRet.CategoryName = CategoryName;
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toRet.Description = Description;
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toRet.Texture = Texture;
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toRet.IsPassable = IsPassable;
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toRet.IsPlaceable = IsPlaceable;
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toRet.quality = quality;
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toRet.scale = scale;
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toRet.isSpawnedObject = isSpawnedObject;
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toRet.isRecipe = isRecipe;
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toRet.questItem = questItem;
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toRet.stack = 1;
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toRet.HasBeenRegistered = HasBeenRegistered;
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toRet.RegisteredId = RegisteredId;
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return toRet;
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}
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@ -5,10 +5,7 @@ namespace StardewModdingAPI
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{
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internal class ModItem : Object
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{
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public Item AsItem
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{
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get { return this; }
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}
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public Item AsItem => this;
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public override string Name { get; set; }
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public string Description { get; set; }
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@ -89,25 +89,23 @@ namespace StardewModdingAPI
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{
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Log.AsyncY("Validating api paths...");
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_modPaths = new List<string>();
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_modPaths = new List<string> {Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods"), Path.Combine(Constants.ExecutionPath, "Mods")};
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//_modContentPaths = new List<string>();
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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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_modPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods"));
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_modPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods"));
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//Mods need to make their own content paths, since we're doing a different, manifest-driven, approach.
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//_modContentPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content"));
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//_modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content"));
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//Checks that all defined modpaths exist as directories
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_modPaths.ForEach(path => VerifyPath(path));
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_modPaths.ForEach(VerifyPath);
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//_modContentPaths.ForEach(path => VerifyPath(path));
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VerifyPath(Constants.LogDir);
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if (!File.Exists(Constants.ExecutionPath + "\\Stardew Valley.exe"))
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{
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throw new FileNotFoundException(string.Format("Could not found: {0}\\Stardew Valley.exe", Constants.ExecutionPath));
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throw new FileNotFoundException($"Could not found: {Constants.ExecutionPath}\\Stardew Valley.exe");
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}
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}
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@ -440,10 +438,7 @@ namespace StardewModdingAPI
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Log.AsyncR("The command specified could not be found");
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else
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{
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if (fnd.CommandArgs.Length > 0)
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Log.AsyncY($"{fnd.CommandName}: {fnd.CommandDesc} - {fnd.CommandArgs.ToSingular()}");
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else
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Log.AsyncY($"{fnd.CommandName}: {fnd.CommandDesc}");
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Log.AsyncY(fnd.CommandArgs.Length > 0 ? $"{fnd.CommandName}: {fnd.CommandDesc} - {fnd.CommandArgs.ToSingular()}" : $"{fnd.CommandName}: {fnd.CommandDesc}");
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}
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}
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else
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@ -629,8 +629,7 @@ namespace TrainerMod
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}
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}
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var o = new Object(e.Command.CalledArgs[0].AsInt32(), count);
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o.quality = quality;
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var o = new Object(e.Command.CalledArgs[0].AsInt32(), count) {quality = quality};
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Game1.player.addItemByMenuIfNecessary(o);
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}
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