adjust return-to-title code
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@ -40,7 +40,7 @@ namespace StardewModdingAPI.Framework
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private int AfterLoadTimer = 5;
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/// <summary>Whether the game is returning to the menu.</summary>
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private bool IsExiting;
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private bool IsExitingToTitle;
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/// <summary>Whether the game is saving and SMAPI has already raised <see cref="SaveEvents.BeforeSave"/>.</summary>
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private bool IsBetweenSaveEvents;
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@ -337,17 +337,16 @@ namespace StardewModdingAPI.Framework
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*********/
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// before exit to title
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if (Game1.exitToTitle)
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this.IsExiting = true;
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this.IsExitingToTitle = true;
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// after exit to title
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if (Context.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu)
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if (Context.IsWorldReady && this.IsExitingToTitle && Game1.activeClickableMenu is TitleMenu)
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{
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this.Monitor.Log("Context: returned to title", LogLevel.Trace);
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Context.IsWorldReady = false;
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this.IsExitingToTitle = false;
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this.CleanupAfterReturnToTitle();
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SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
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this.AfterLoadTimer = 5;
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this.IsExiting = false;
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}
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/*********
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@ -1290,6 +1289,14 @@ namespace StardewModdingAPI.Framework
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/****
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** Methods
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****/
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/// <summary>Perform any cleanup needed when the player unloads a save and returns to the title screen.</summary>
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private void CleanupAfterReturnToTitle()
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{
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Context.IsWorldReady = false;
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this.AfterLoadTimer = 5;
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this.PreviousSaveID = 0;
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}
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/// <summary>Get the controller buttons which are currently pressed.</summary>
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/// <param name="index">The controller to check.</param>
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private Buttons[] GetButtonsDown(PlayerIndex index)
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