Changed File Tree Structure. Started new modding approach.
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Express 14 for Windows Desktop
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VisualStudioVersion = 14.0.24720.0
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Fall28 Snow Day", "Fall28 Snow Day\Fall28 Snow Day.csproj", "{F173EF74-887F-41F4-B3DC-A66A44E80213}"
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EndProject
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Global
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||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{F173EF74-887F-41F4-B3DC-A66A44E80213}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{F173EF74-887F-41F4-B3DC-A66A44E80213}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{F173EF74-887F-41F4-B3DC-A66A44E80213}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{F173EF74-887F-41F4-B3DC-A66A44E80213}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
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using System;
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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 StardewModdingAPI;
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using StardewValley;
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namespace Fall28_Snow_Day
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{
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public class Class1:Mod
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{
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public override void Entry(params object[] objects)
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{
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StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
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}
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public void TimeEvents_DayOfMonthChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
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{
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if (StardewValley.Game1.dayOfMonth == 27 && Game1.IsFall == true)
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{
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Log.Success("Weather checker now!!!");
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Game1.weatherForTomorrow = Game1.weather_snow;
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}
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}
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}
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}
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{F173EF74-887F-41F4-B3DC-A66A44E80213}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>Fall28_Snow_Day</RootNamespace>
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<AssemblyName>Fall28 Snow Day</AssemblyName>
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<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Stardew Valley">
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<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
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</Reference>
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<Reference Include="StardewModdingAPI">
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<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="Microsoft.CSharp" />
|
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<Reference Include="System.Data" />
|
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<Reference Include="System.Net.Http" />
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<Reference Include="System.Xml" />
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</ItemGroup>
|
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<ItemGroup>
|
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<Compile Include="Class1.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
|
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
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<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("Fall28 Snow Day")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("Fall28 Snow Day")]
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[assembly: AssemblyCopyright("Copyright © 2016")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
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// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
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|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("f173ef74-887f-41f4-b3dc-a66a44e80213")]
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|
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// Version information for an assembly consists of the following four values:
|
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//
|
||||
// Major Version
|
||||
// Minor Version
|
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// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>StardewModdingAPI</name>
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</assembly>
|
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<members>
|
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<member name="M:StardewModdingAPI.Command.#ctor(System.String,System.String,System.String[])">
|
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<summary>
|
||||
Creates a Command from a Name, Description, and Arguments
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</summary>
|
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<param name="cname">Name</param>
|
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<param name="cdesc">Description</param>
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<param name="args">Arguments</param>
|
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</member>
|
||||
<member name="M:StardewModdingAPI.Command.CallCommand(System.String)">
|
||||
<summary>
|
||||
Calls the specified command. (It runs the command)
|
||||
</summary>
|
||||
<param name="input">The command to run</param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Command.RegisterCommand(System.String,System.String,System.String[])">
|
||||
<summary>
|
||||
Registers a command to the list of commands properly
|
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</summary>
|
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<param name="command">Name of the command to register</param>
|
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<param name="cdesc">Description</param>
|
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<param name="args">Arguments (these are purely for viewing so that a user can see what an argument needs to be)</param>
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<returns></returns>
|
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</member>
|
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<member name="M:StardewModdingAPI.Command.FindCommand(System.String)">
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<summary>
|
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Looks up a command in the list of registered commands. Returns null if it doesn't exist (I think)
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</summary>
|
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<param name="name">Name of command to find</param>
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<returns></returns>
|
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</member>
|
||||
<member name="M:StardewModdingAPI.Command.Fire">
|
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<summary>
|
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Runs a command. Fires it. Calls it. Any of those.
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</summary>
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</member>
|
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<member name="M:StardewModdingAPI.Config.LoadConfig``1">
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<summary>
|
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Loads the config from the json blob on disk, updating and re-writing to the disk if needed.
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</summary>
|
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<typeparam name="T"></typeparam>
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<returns></returns>
|
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</member>
|
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<member name="M:StardewModdingAPI.Config.GenerateDefaultConfig``1">
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<summary>
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MUST be implemented in inheriting class!
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</summary>
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</member>
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<member name="M:StardewModdingAPI.Config.UpdateConfig``1">
|
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<summary>
|
||||
Merges a default-value config with the user-config on disk.
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</summary>
|
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<typeparam name="T"></typeparam>
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<returns></returns>
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</member>
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<member name="M:StardewModdingAPI.ConfigExtensions.InitializeConfig``1(``0,System.String)">
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<summary>
|
||||
Initializes an instance of any class that inherits from Config.
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This method performs the loading, saving, and merging of the config on the disk and in memory at a default state.
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This method should not be used to re-load or to re-save a config.
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NOTE: You MUST set your config EQUAL to the return of this method!
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</summary>
|
||||
<typeparam name="T"></typeparam>
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<param name="baseConfig"></param>
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<param name="configLocation"></param>
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<returns></returns>
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||||
</member>
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||||
<member name="M:StardewModdingAPI.ConfigExtensions.WriteConfig``1(``0)">
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||||
<summary>
|
||||
Writes a config to a json blob on the disk specified in the config's properties.
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||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.ConfigExtensions.ReloadConfig``1(``0)">
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||||
<summary>
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||||
Re-reads the json blob on the disk and merges its values with a default config.
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||||
NOTE: You MUST set your config EQUAL to the return of this method!
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||||
</summary>
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||||
</member>
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||||
<member name="T:StardewModdingAPI.Constants">
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||||
<summary>
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||||
Static class containing readonly values.
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</summary>
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</member>
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<member name="F:StardewModdingAPI.Constants.ModsLoaded">
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<summary>
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||||
Not quite "constant", but it makes more sense for it to be here, at least for now
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</summary>
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</member>
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||||
<member name="P:StardewModdingAPI.Constants.DataPath">
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||||
<summary>
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||||
Stardew Valley's roaming app data location.
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%AppData%//StardewValley
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||||
</summary>
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||||
</member>
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||||
<member name="P:StardewModdingAPI.Constants.ExecutionPath">
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||||
<summary>
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||||
Execution path to execute the code.
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||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Constants.ConsoleTitle">
|
||||
<summary>
|
||||
Title for the API console
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||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Constants.LogDir">
|
||||
<summary>
|
||||
Path for log files to be output to.
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||||
%LocalAppData%//StardewValley//ErrorLogs
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||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Constants.EnableDrawingIntoRenderTarget">
|
||||
<summary>
|
||||
Whether or not to enable the Render Target drawing code offered by ClxS
|
||||
Do not mark as 'const' or else 'if' checks will complain that the expression is always true in ReSharper
|
||||
</summary>
|
||||
</member>
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<member name="P:StardewModdingAPI.Constants.EnableCompletelyOverridingBaseCalls">
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<summary>
|
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Completely overrides the base game's draw call to the one is SGame
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</summary>
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</member>
|
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<member name="T:StardewModdingAPI.Entities.SPlayer">
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<summary>
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Static class for intergrating with the player
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</summary>
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</member>
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<member name="P:StardewModdingAPI.Entities.SPlayer.AllFarmers">
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<summary>
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||||
Calls 'getAllFarmers' in Game1
|
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</summary>
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||||
</member>
|
||||
<member name="P:StardewModdingAPI.Entities.SPlayer.CurrentFarmer">
|
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<summary>
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||||
Do not use.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Entities.SPlayer.Player">
|
||||
<summary>
|
||||
Gets the current player from Game1
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Entities.SPlayer.CurrentFarmerLocation">
|
||||
<summary>
|
||||
Gets the player's current location from Game1
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.UpdateTick">
|
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<summary>
|
||||
Fires every update (1/60 of a second)
|
||||
</summary>
|
||||
</member>
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||||
<member name="E:StardewModdingAPI.Events.GameEvents.SecondUpdateTick">
|
||||
<summary>
|
||||
Fires every other update (1/30 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.FourthUpdateTick">
|
||||
<summary>
|
||||
Fires every fourth update (1/15 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.EighthUpdateTick">
|
||||
<summary>
|
||||
Fires every eighth update (roughly 1/8 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.QuarterSecondTick">
|
||||
<summary>
|
||||
Fires every fifthteenth update (1/4 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.HalfSecondTick">
|
||||
<summary>
|
||||
Fires every thirtieth update (1/2 of a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GameEvents.OneSecondTick">
|
||||
<summary>
|
||||
Fires every sixtieth update (a second)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.Events.GraphicsEvents">
|
||||
<summary>
|
||||
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.Resize">
|
||||
<summary>
|
||||
Occurs when the form (game) is resized.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderEvent">
|
||||
<summary>
|
||||
Occurs before anything is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderGuiEvent">
|
||||
<summary>
|
||||
Occurs before the GUI is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderGuiEvent">
|
||||
<summary>
|
||||
Occurs after the GUI is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderHudEvent">
|
||||
<summary>
|
||||
Occurs before the HUD is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderHudEvent">
|
||||
<summary>
|
||||
Occurs after the HUD is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderEvent">
|
||||
<summary>
|
||||
Occurs after everything is drawn.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderGuiEventNoCheck">
|
||||
<summary>
|
||||
Occurs before the GUI is drawn. Does not check for conditional statements.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderGuiEventNoCheck">
|
||||
<summary>
|
||||
Occurs after the GUI is drawn. Does not check for conditional statements.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPreRenderHudEventNoCheck">
|
||||
<summary>
|
||||
Occurs before the HUD is drawn. Does not check for conditional statements.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.OnPostRenderHudEventNoCheck">
|
||||
<summary>
|
||||
Occurs after the HUD is drawn. Does not check for conditional statements.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.GraphicsEvents.DrawDebug">
|
||||
<summary>
|
||||
Draws when SGame.Debug is true. F3 toggles this.
|
||||
Game1.spriteBatch.Begin() is pre-called.
|
||||
Do not make end or begin calls to the spritebatch.
|
||||
If you are only trying to add debug information, use SGame.DebugMessageQueue in your Update loop.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="E:StardewModdingAPI.Events.TimeEvents.OnNewDay">
|
||||
<summary>
|
||||
Occurs when Game1.newDay changes. True directly before saving, and False directly after.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.Menus.SBobberBar.#ctor(System.Int32,System.Single,System.Boolean,System.Int32)">
|
||||
<summary>
|
||||
DO NOT CONSTRUCT THIS CLASS
|
||||
To retrieve an instance of SBobberBar, use SBobberBar.ConstructFromBaseClass()
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.Menus.SBobberBar.bobberPosition">
|
||||
<summary>
|
||||
The green rectangle bar that moves up and down
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.Menus.SBobberBar.distanceFromCatching">
|
||||
<summary>
|
||||
The green bar on the right. How close to catching the fish you are
|
||||
Range: 0 - 1 | 1 = catch, 0 = fail
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.Menus.SBobberBar.treasure">
|
||||
<summary>
|
||||
Whether or not a treasure chest appears
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.Inheritance.SGame">
|
||||
<summary>
|
||||
The 'SGame' class.
|
||||
This summary, and many others, only exists because XML doc tags.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.LowestModItemID">
|
||||
<summary>
|
||||
Useless right now.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.PreviouslyPressedButtons">
|
||||
<summary>
|
||||
Gets a jagged array of all buttons pressed on the gamepad the prior frame.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.ModItems">
|
||||
<summary>
|
||||
Useless at this time.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.KStateNow">
|
||||
<summary>
|
||||
The current KeyboardState
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.KStatePrior">
|
||||
<summary>
|
||||
The prior KeyboardState
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.MStateNow">
|
||||
<summary>
|
||||
The current MouseState
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.MStatePrior">
|
||||
<summary>
|
||||
The prior MouseState
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.CurrentlyPressedKeys">
|
||||
<summary>
|
||||
All keys pressed on the current frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviouslyPressedKeys">
|
||||
<summary>
|
||||
All keys pressed on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.FramePressedKeys">
|
||||
<summary>
|
||||
All keys pressed on this frame except for the ones pressed on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.FrameReleasedKeys">
|
||||
<summary>
|
||||
All keys pressed on the prior frame except for the ones pressed on the current frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviouslyLoadedGame">
|
||||
<summary>
|
||||
Whether or not a save was tagged as 'Loaded' the prior frame.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousGameLocations">
|
||||
<summary>
|
||||
The list of GameLocations on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousLocationObjects">
|
||||
<summary>
|
||||
The list of GameObjects on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousItems">
|
||||
<summary>
|
||||
The list of Items in the player's inventory on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousCombatLevel">
|
||||
<summary>
|
||||
The player's Combat level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousFarmingLevel">
|
||||
<summary>
|
||||
The player's Farming level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousFishingLevel">
|
||||
<summary>
|
||||
The player's Fishing level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousForagingLevel">
|
||||
<summary>
|
||||
The player's Foraging level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousMiningLevel">
|
||||
<summary>
|
||||
The player's Mining level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousLuckLevel">
|
||||
<summary>
|
||||
The player's Luck level on the prior frame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousGameLocation">
|
||||
<summary>
|
||||
The player's previous game location
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousActiveMenu">
|
||||
<summary>
|
||||
The previous ActiveGameMenu in Game1
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.WasMenuClosedInvoked">
|
||||
<summary>
|
||||
Indicates if the MenuClosed event was fired to prevent it from re-firing.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousMineLevel">
|
||||
<summary>
|
||||
The previous mine level
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousTimeOfDay">
|
||||
<summary>
|
||||
The previous TimeOfDay (Int32 between 600 and 2400?)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousDayOfMonth">
|
||||
<summary>
|
||||
The previous DayOfMonth (Int32 between 1 and 28?)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousSeasonOfYear">
|
||||
<summary>
|
||||
The previous Season (String as follows: "winter", "spring", "summer", "fall")
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousYearOfGame">
|
||||
<summary>
|
||||
The previous Year
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousIsNewDay">
|
||||
<summary>
|
||||
The previous result of Game1.newDay
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.PreviousFarmer">
|
||||
<summary>
|
||||
The previous 'Farmer' (Player)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.CurrentUpdateTick">
|
||||
<summary>
|
||||
The current index of the update tick. Recycles every 60th tick to 0. (Int32 between 0 and 59)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.FirstUpdate">
|
||||
<summary>
|
||||
Whether or not this update frame is the very first of the entire game
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.Screen">
|
||||
<summary>
|
||||
The current RenderTarget in Game1 (Private field, uses reflection)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.BgColour">
|
||||
<summary>
|
||||
The current Colour in Game1 (Private field, uses reflection)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.Instance">
|
||||
<summary>
|
||||
Static accessor for an Instance of the class SGame
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.FramesPerSecond">
|
||||
<summary>
|
||||
The game's FPS. Re-determined every Draw update.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.Debug">
|
||||
<summary>
|
||||
Whether or not we're in a pseudo 'debug' mode. Mostly for displaying information like FPS.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.CurrentFarmer">
|
||||
<summary>
|
||||
The current player (equal to Farmer.Player)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.GetStaticFields">
|
||||
<summary>
|
||||
Gets ALL static fields that belong to 'Game1'
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustPressed(Microsoft.Xna.Framework.Input.Buttons,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Whether or not a button was just pressed on the controller
|
||||
</summary>
|
||||
<param name="button"></param>
|
||||
<param name="buttonState"></param>
|
||||
<param name="stateIndex"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustReleased(Microsoft.Xna.Framework.Input.Buttons,Microsoft.Xna.Framework.Input.ButtonState,Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Whether or not a button was just released on the controller
|
||||
</summary>
|
||||
<param name="button"></param>
|
||||
<param name="buttonState"></param>
|
||||
<param name="stateIndex"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustPressed(Microsoft.Xna.Framework.Input.Buttons,System.Single,Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Whether or not an analog button was just pressed on the controller
|
||||
</summary>
|
||||
<param name="button"></param>
|
||||
<param name="value"></param>
|
||||
<param name="stateIndex"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.WasButtonJustReleased(Microsoft.Xna.Framework.Input.Buttons,System.Single,Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Whether or not an analog button was just released on the controller
|
||||
</summary>
|
||||
<param name="button"></param>
|
||||
<param name="value"></param>
|
||||
<param name="stateIndex"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.GetButtonsDown(Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Gets an array of all Buttons pressed on a joystick
|
||||
</summary>
|
||||
<param name="index"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.GetFramePressedButtons(Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Gets all buttons that were pressed on the current frame of a joystick
|
||||
</summary>
|
||||
<param name="index"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.GetFrameReleasedButtons(Microsoft.Xna.Framework.PlayerIndex)">
|
||||
<summary>
|
||||
Gets all buttons that were released on the current frame of a joystick
|
||||
</summary>
|
||||
<param name="index"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.DrawFarmBuildings">
|
||||
<summary>
|
||||
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.DrawHUD">
|
||||
<summary>
|
||||
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:StardewModdingAPI.Inheritance.SGame.DrawDialogueBox">
|
||||
<summary>
|
||||
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Inheritance.SGame.ZoomLevelIsOne">
|
||||
<summary>
|
||||
Whether or not the game's zoom level is 1.0f
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.Initialize">
|
||||
<summary>
|
||||
XNA Init Method
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.LoadContent">
|
||||
<summary>
|
||||
XNA LC Method
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.Update(Microsoft.Xna.Framework.GameTime)">
|
||||
<summary>
|
||||
XNA Update Method
|
||||
</summary>
|
||||
<param name="gameTime"></param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.Draw(Microsoft.Xna.Framework.GameTime)">
|
||||
<summary>
|
||||
XNA Draw Method
|
||||
</summary>
|
||||
<param name="gameTime"></param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.InvokeBasePrivateInstancedMethod(System.String,System.Object[])">
|
||||
<summary>
|
||||
Invokes a private, non-static method in Game1 via Reflection
|
||||
</summary>
|
||||
<param name="name">The name of the method</param>
|
||||
<param name="parameters">Any parameters needed</param>
|
||||
<returns>Whatever the method normally returns. Null if void.</returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.InvokeMethodInfo(System.Reflection.MethodInfo,System.Object[])">
|
||||
<summary>
|
||||
Invokes a given method info with the supplied parameters
|
||||
</summary>
|
||||
<param name="mi"></param>
|
||||
<param name="parameters"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Inheritance.SGame.QueueDebugMessage(System.String)">
|
||||
<summary>
|
||||
Queue's a message to be drawn in Debug mode (F3)
|
||||
</summary>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Log.CurrentDomain_UnhandledException(System.Object,System.UnhandledExceptionEventArgs)">
|
||||
<summary>
|
||||
Catch unhandled exception from the application
|
||||
</summary>
|
||||
<remarks>Should be moved out of here if we do more than just log the exception.</remarks>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Log.Application_ThreadException(System.Object,System.Threading.ThreadExceptionEventArgs)">
|
||||
<summary>
|
||||
Catch thread exception from the application
|
||||
</summary>
|
||||
<remarks>Should be moved out of here if we do more than just log the exception.</remarks>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Log.SyncColour(System.Object,System.ConsoleColor)">
|
||||
<summary>
|
||||
NOTICE: Sync logging is discouraged. Please use Async instead.
|
||||
</summary>
|
||||
<param name="message">Message to log</param>
|
||||
<param name="colour">Colour of message</param>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.LogWriter">
|
||||
<summary>
|
||||
A Logging class implementing the Singleton pattern and an internal Queue to be flushed perdiodically
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.LogWriter.#ctor">
|
||||
<summary>
|
||||
Private to prevent creation of other instances
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.LogWriter.Instance">
|
||||
<summary>
|
||||
Exposes _instace and creates a new one if it is null
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.LogWriter.WriteToLog(System.String)">
|
||||
<summary>
|
||||
Writes into the ConcurrentQueue the Message specified
|
||||
</summary>
|
||||
<param name="message">The message to write to the log</param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.LogWriter.WriteToLog(StardewModdingAPI.LogInfo)">
|
||||
<summary>
|
||||
Writes into the ConcurrentQueue the Entry specified
|
||||
</summary>
|
||||
<param name="logEntry">The logEntry to write to the log</param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.LogWriter.FlushLog">
|
||||
<summary>
|
||||
Flushes the ConcurrentQueue to the log file specified in Constants
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:StardewModdingAPI.LogInfo">
|
||||
<summary>
|
||||
A struct to store the message and the Date and Time the log entry was created
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.Name">
|
||||
<summary>
|
||||
The name of your mod.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.Authour">
|
||||
<summary>
|
||||
The name of the mod's authour.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.Version">
|
||||
<summary>
|
||||
The version of the mod.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.Description">
|
||||
<summary>
|
||||
A description of the mod.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.UniqueID">
|
||||
<summary>
|
||||
The unique ID of the mod. It doesn't *need* to be anything.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.PerSaveConfigs">
|
||||
<summary>
|
||||
Whether or not the mod uses per-save-config files.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Manifest.EntryDll">
|
||||
<summary>
|
||||
The name of the DLL in the directory that has the Entry() method.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Mod.Manifest">
|
||||
<summary>
|
||||
The mod's manifest
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Mod.PathOnDisk">
|
||||
<summary>
|
||||
Where the mod is located on the disk.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Mod.BaseConfigPath">
|
||||
<summary>
|
||||
A basic path to store your mod's config at.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Mod.PerSaveConfigFolder">
|
||||
<summary>
|
||||
A basic path to where per-save configs are stored
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:StardewModdingAPI.Mod.PerSaveConfigPath">
|
||||
<summary>
|
||||
A basic path to store your mod's config at, dependent on the current save.
|
||||
The Manifest must allow for per-save configs. This is to keep from having an
|
||||
empty directory in every mod folder.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Mod.Entry(System.Object[])">
|
||||
<summary>
|
||||
A basic method that is the entry-point of your mod. It will always be called once when the mod loads.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.Main(System.String[])">
|
||||
<summary>
|
||||
Main method holding the API execution
|
||||
</summary>
|
||||
<param name="args"></param>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.ConfigureUI">
|
||||
<summary>
|
||||
Set up the console properties
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.ConfigurePaths">
|
||||
<summary>
|
||||
Setup the required paths and logging
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.ConfigureSDV">
|
||||
<summary>
|
||||
Load Stardev Valley and control features
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.GameRunInvoker">
|
||||
<summary>
|
||||
Wrap the 'RunGame' method for console output
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:StardewModdingAPI.Program.VerifyPath(System.String)">
|
||||
<summary>
|
||||
Create the given directory path if it does not exist
|
||||
</summary>
|
||||
<param name="path">Desired directory path</param>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
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|
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|
|||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Fall28 Snow Day.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Fall28 Snow Day.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Stardew Valley.exe
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\StardewModdingAPI.exe
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Game.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Graphics.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\xTile.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Xact.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Steamworks.NET.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Newtonsoft.Json.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.GamerServices.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Input.Touch.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\StardewModdingAPI.pdb
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\StardewModdingAPI.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Game.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Graphics.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Xact.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Newtonsoft.Json.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.GamerServices.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\bin\Debug\Microsoft.Xna.Framework.Input.Touch.xml
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\obj\Debug\Fall28 Snow Day.csprojResolveAssemblyReference.cache
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\obj\Debug\Fall28 Snow Day.dll
|
||||
C:\Users\owner\Documents\Visual Studio 2015\Projects\Fall28 Snow Day\Fall28 Snow Day\obj\Debug\Fall28 Snow Day.pdb
|
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|
@ -0,0 +1,14 @@
|
|||
{
|
||||
"Name": "Fall28 Snow Day",
|
||||
"Authour": "Omegasis",
|
||||
"Version": {
|
||||
"MajorVersion": 0,
|
||||
"MinorVersion": 0,
|
||||
"PatchVersion": 0,
|
||||
"Build": ""
|
||||
},
|
||||
"Description": "Makes it snow on Fall 28 which makes a good explanation for all the snow.",
|
||||
"UniqueID": "7ad4f6f7-c3de-4729-a40f-7a11d2b2a358",
|
||||
"PerSaveConfigs": false,
|
||||
"EntryDll": "Fall28 Snow Day.dll"
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue