fix broken references to LoadStage enum in previously compiled mods

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Jesse Plamondon-Willard 2021-02-28 20:12:39 -05:00
parent 5ce096c89a
commit 699a07ecf7
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GPG Key ID: CF8B1456B3E29F49
1 changed files with 13 additions and 13 deletions

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@ -4,42 +4,42 @@ namespace StardewModdingAPI.Enums
public enum LoadStage public enum LoadStage
{ {
/// <summary>A save is not loaded or loading.</summary> /// <summary>A save is not loaded or loading.</summary>
None, None = 0,
/// <summary>The game is creating a new save slot, and has initialized the basic save info.</summary> /// <summary>The game is creating a new save slot, and has initialized the basic save info.</summary>
CreatedBasicInfo, CreatedBasicInfo = 1,
/// <summary>The game is creating a new save slot, and has added the location instances but hasn't fully initialized them yet.</summary> /// <summary>The game is creating a new save slot, and has added the location instances but hasn't fully initialized them yet.</summary>
CreatedInitialLocations, CreatedInitialLocations = 10,
/// <summary>The game is creating a new save slot, and has initialized the in-game locations.</summary> /// <summary>The game is creating a new save slot, and has initialized the in-game locations.</summary>
CreatedLocations, CreatedLocations = 2,
/// <summary>The game is creating a new save slot, and has created the physical save files.</summary> /// <summary>The game is creating a new save slot, and has created the physical save files.</summary>
CreatedSaveFile, CreatedSaveFile = 3,
/// <summary>The game is loading a save slot, and has read the raw save data into <see cref="StardewValley.SaveGame.loaded"/>. Not applicable when connecting to a multiplayer host. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 20.</summary> /// <summary>The game is loading a save slot, and has read the raw save data into <see cref="StardewValley.SaveGame.loaded"/>. Not applicable when connecting to a multiplayer host. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 20.</summary>
SaveParsed, SaveParsed = 4,
/// <summary>The game is loading a save slot, and has applied the basic save info (including player data). Not applicable when connecting to a multiplayer host. Note that some basic info (like daily luck) is not initialized at this point. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 36.</summary> /// <summary>The game is loading a save slot, and has applied the basic save info (including player data). Not applicable when connecting to a multiplayer host. Note that some basic info (like daily luck) is not initialized at this point. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 36.</summary>
SaveLoadedBasicInfo, SaveLoadedBasicInfo = 5,
/// <summary>The game is loading a save slot and has added the location instances, but hasn't applied the data yet. Not applicable when connecting to a multiplayer host.</summary> /// <summary>The game is loading a save slot and has added the location instances, but hasn't applied the data yet. Not applicable when connecting to a multiplayer host.</summary>
SaveAddedLocations, SaveAddedLocations = 11,
/// <summary>The game is loading a save slot, and has applied the in-game location data. Not applicable when connecting to a multiplayer host. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 50.</summary> /// <summary>The game is loading a save slot, and has applied the in-game location data. Not applicable when connecting to a multiplayer host. This is equivalent to <see cref="StardewValley.SaveGame.getLoadEnumerator"/> value 50.</summary>
SaveLoadedLocations, SaveLoadedLocations = 6,
/// <summary>The final metadata has been loaded from the save file. This happens before the game applies problem fixes, checks for achievements, starts music, etc. Not applicable when connecting to a multiplayer host.</summary> /// <summary>The final metadata has been loaded from the save file. This happens before the game applies problem fixes, checks for achievements, starts music, etc. Not applicable when connecting to a multiplayer host.</summary>
Preloaded, Preloaded = 7,
/// <summary>The save is fully loaded, but the world may not be fully initialized yet.</summary> /// <summary>The save is fully loaded, but the world may not be fully initialized yet.</summary>
Loaded, Loaded = 8,
/// <summary>The save is fully loaded, the world has been initialized, and <see cref="Context.IsWorldReady"/> is now true.</summary> /// <summary>The save is fully loaded, the world has been initialized, and <see cref="Context.IsWorldReady"/> is now true.</summary>
Ready, Ready = 9,
/// <summary>The game is exiting the loaded save and returning to the title screen. This happens before it returns to title; see <see cref="None"/> after it returns.</summary> /// <summary>The game is exiting the loaded save and returning to the title screen. This happens before it returns to title; see <see cref="None"/> after it returns.</summary>
ReturningToTitle ReturningToTitle = 12
} }
} }