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@ -75,7 +75,7 @@ namespace Stardew_Save_Anywhere_Mod
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{
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if (game_loaded == true)
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{
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if (save_path != "") //delete the custom save when going to bed.
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if (File.Exists(save_path)) //delete the custom save when going to bed.
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{
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File.Delete(save_path);
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save_path = "";
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@ -102,12 +102,6 @@ namespace Stardew_Save_Anywhere_Mod
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if (game_loaded == true)
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{
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if (save_path == "")
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{
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warped = true; //prevent premature warping
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}
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if (warped == false)
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{
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DataLoader_Player(); //warps the character and changes the game time.
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@ -125,6 +119,7 @@ namespace Stardew_Save_Anywhere_Mod
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StardewValley.Game1.warpFarmer(player_map_name, player_tile_x, player_tile_Y, player_flop); //player flop is always false. //Just incase I run this a couple of times.
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StardewValley.Game1.warpFarmer(player_map_name, player_tile_x, player_tile_Y, player_flop); //player flop is always false. //probably bad programming practice.
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StardewValley.Game1.warpFarmer(player_map_name, player_tile_x, player_tile_Y, player_flop); //player flop is always false.
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Log.Success("WARPED");
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timer = false; //activate my timer. False means that it hasn't been initialized.
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@ -255,6 +250,7 @@ namespace Stardew_Save_Anywhere_Mod
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string mylocation = Path.Combine(PathOnDisk, "Player_Save_Info_");
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string mylocation2 = mylocation + myname;
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string mylocation3 = mylocation2 + ".txt";
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save_path = mylocation3;
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if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
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{
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// Console.WriteLine("Can't load custom save info since the file doesn't exist.");
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