diff --git a/GeneralMods/BuildEndurance/BuildEndurance.cs b/GeneralMods/BuildEndurance/BuildEndurance.cs
index edc64517..763e619a 100644
--- a/GeneralMods/BuildEndurance/BuildEndurance.cs
+++ b/GeneralMods/BuildEndurance/BuildEndurance.cs
@@ -99,7 +99,7 @@ namespace Omegasis.BuildEndurance
}
// give XP when exhausted
- if (!this.WasExhausted && Game1.player.exhausted)
+ if (!this.WasExhausted && Game1.player.exhausted.Value)
{
this.PlayerData.CurrentExp += this.Config.ExpForExhaustion;
this.WasExhausted = true;
@@ -107,8 +107,9 @@ namespace Omegasis.BuildEndurance
}
// give XP when player stays up too late or collapses
- if (!this.WasCollapsed && Game1.farmerShouldPassOut)
+ if (!this.WasCollapsed && shouldFarmerPassout())
{
+
this.PlayerData.CurrentExp += this.Config.ExpForCollapsing;
this.WasCollapsed = true;
//this.Monitor.Log("The player has collapsed!");
@@ -180,7 +181,7 @@ namespace Omegasis.BuildEndurance
}
}
this.PlayerData.ClearModEffects = false;
- this.PlayerData.NightlyStamina = Game1.player.maxStamina;
+ this.PlayerData.NightlyStamina = Game1.player.MaxStamina;
// save data
this.Helper.WriteJsonFile(this.DataFilePath, this.PlayerData);
@@ -219,5 +220,15 @@ namespace Omegasis.BuildEndurance
this.Monitor.Log($"Error migrating data from the legacy 'PlayerData' folder for the current player. Technical details:\n {ex}", LogLevel.Error);
}
}
+
+ ///
+ /// Try and emulate the old Game1.shouldFarmerPassout logic.
+ ///
+ ///
+ public bool shouldFarmerPassout()
+ {
+ if (Game1.player.stamina <= 0 || Game1.player.health <= 0 || Game1.timeOfDay >= 2600) return true;
+ else return false;
+ }
}
}
diff --git a/GeneralMods/BuildHealth/BuildHealth.cs b/GeneralMods/BuildHealth/BuildHealth.cs
index b263fc01..1ba8210c 100644
--- a/GeneralMods/BuildHealth/BuildHealth.cs
+++ b/GeneralMods/BuildHealth/BuildHealth.cs
@@ -103,11 +103,10 @@ namespace Omegasis.BuildHealth
this.LastHealth = player.health;
// give XP when player stays up too late or collapses
- if (!this.WasCollapsed && Game1.farmerShouldPassOut)
+ if (!this.WasCollapsed && shouldFarmerPassout())
{
this.PlayerData.CurrentExp += this.Config.ExpForCollapsing;
this.WasCollapsed = true;
- this.Monitor.Log("The player has collapsed!");
}
}
@@ -210,5 +209,11 @@ namespace Omegasis.BuildHealth
this.Monitor.Log($"Error migrating data from the legacy 'PlayerData' folder for the current player. Technical details:\n {ex}", LogLevel.Error);
}
}
+
+ public bool shouldFarmerPassout()
+ {
+ if (Game1.player.stamina <= 0 || Game1.player.health <= 0 || Game1.timeOfDay >= 2600) return true;
+ else return false;
+ }
}
}
diff --git a/GeneralMods/HappyBirthday/HappyBirthday.cs b/GeneralMods/HappyBirthday/HappyBirthday.cs
index 6eca492f..162e05ed 100644
--- a/GeneralMods/HappyBirthday/HappyBirthday.cs
+++ b/GeneralMods/HappyBirthday/HappyBirthday.cs
@@ -147,6 +147,7 @@ namespace Omegasis.HappyBirthday
private void ControlEvents_KeyPressed(object sender, EventArgsKeyPressed e)
{
// show birthday selection menu
+ if (Game1.activeClickableMenu != null) return;
if (Context.IsPlayerFree && !this.HasChosenBirthday && e.KeyPressed.ToString() == this.Config.KeyBinding)
Game1.activeClickableMenu = new BirthdayMenu(this.PlayerData.BirthdaySeason, this.PlayerData.BirthdayDay, this.SetBirthday);
}
@@ -240,7 +241,7 @@ namespace Omegasis.HappyBirthday
if (Game1.activeClickableMenu.GetType() == typeof(BirthdayMenu)) return;
}
// ask for birthday date
- if (!this.HasChosenBirthday)
+ if (!this.HasChosenBirthday && Game1.activeClickableMenu==null)
{
Game1.activeClickableMenu = new BirthdayMenu(this.PlayerData.BirthdaySeason, this.PlayerData.BirthdayDay, this.SetBirthday);
this.CheckedForBirthday = false;
diff --git a/GeneralMods/NightOwl/NightOwl.cs b/GeneralMods/NightOwl/NightOwl.cs
index d66bf81d..d0a354fd 100644
--- a/GeneralMods/NightOwl/NightOwl.cs
+++ b/GeneralMods/NightOwl/NightOwl.cs
@@ -160,7 +160,7 @@ namespace Omegasis.NightOwl
string[] passOutFees = Game1.player.mailbox
.Where(p => p.Contains("passedOut"))
.ToArray();
- for (int idx=0; idx
+ /// Try and emulate the old Game1.shouldFarmerPassout logic.
+ ///
+ ///
+ public bool shouldFarmerPassout()
+ {
+ if (Game1.player.stamina <= 0 || Game1.player.health <= 0 || Game1.timeOfDay >= 2600) return true;
+ else return false;
+ }
}
}
diff --git a/GeneralMods/SimpleSoundManager/Sound.cs b/GeneralMods/SimpleSoundManager/Framework/Sound.cs
similarity index 95%
rename from GeneralMods/SimpleSoundManager/Sound.cs
rename to GeneralMods/SimpleSoundManager/Framework/Sound.cs
index 33fe9088..7524e046 100644
--- a/GeneralMods/SimpleSoundManager/Sound.cs
+++ b/GeneralMods/SimpleSoundManager/Framework/Sound.cs
@@ -4,7 +4,7 @@ using System.Linq;
using System.Text;
using System.Threading.Tasks;
-namespace SimpleSoundManager
+namespace SimpleSoundManager.Framework
{
///
/// Interface used for common sound functionality;
diff --git a/GeneralMods/SimpleSoundManager/SoundManager.cs b/GeneralMods/SimpleSoundManager/Framework/SoundManager.cs
similarity index 97%
rename from GeneralMods/SimpleSoundManager/SoundManager.cs
rename to GeneralMods/SimpleSoundManager/Framework/SoundManager.cs
index e60d811d..8fd53482 100644
--- a/GeneralMods/SimpleSoundManager/SoundManager.cs
+++ b/GeneralMods/SimpleSoundManager/Framework/SoundManager.cs
@@ -7,8 +7,13 @@ using System.Linq;
using System.Text;
using System.Threading.Tasks;
-namespace SimpleSoundManager
+namespace SimpleSoundManager.Framework
{
+
+ ///
+ /// TODO:
+ /// Play, stop, pause songs.
+ ///
class SoundManager
{
diff --git a/GeneralMods/SimpleSoundManager/WavSound.cs b/GeneralMods/SimpleSoundManager/Framework/WavSound.cs
similarity index 100%
rename from GeneralMods/SimpleSoundManager/WavSound.cs
rename to GeneralMods/SimpleSoundManager/Framework/WavSound.cs
diff --git a/GeneralMods/SimpleSoundManager/XACTSound.cs b/GeneralMods/SimpleSoundManager/Framework/XACTSound.cs
similarity index 98%
rename from GeneralMods/SimpleSoundManager/XACTSound.cs
rename to GeneralMods/SimpleSoundManager/Framework/XACTSound.cs
index b486017a..196d34d2 100644
--- a/GeneralMods/SimpleSoundManager/XACTSound.cs
+++ b/GeneralMods/SimpleSoundManager/Framework/XACTSound.cs
@@ -7,7 +7,7 @@ using System.Linq;
using System.Text;
using System.Threading.Tasks;
-namespace SimpleSoundManager
+namespace SimpleSoundManager.Framework
{
public class XACTSound : Sound
{
diff --git a/GeneralMods/SimpleSoundManager/XactMusicPair.cs b/GeneralMods/SimpleSoundManager/Framework/XactMusicPair.cs
similarity index 100%
rename from GeneralMods/SimpleSoundManager/XactMusicPair.cs
rename to GeneralMods/SimpleSoundManager/Framework/XactMusicPair.cs
diff --git a/GeneralMods/StardustCore/Objects/MultiTileObject.cs b/GeneralMods/StardustCore/Objects/MultiTileObject.cs
index 13ec1c0a..63085359 100644
--- a/GeneralMods/StardustCore/Objects/MultiTileObject.cs
+++ b/GeneralMods/StardustCore/Objects/MultiTileObject.cs
@@ -196,6 +196,8 @@ namespace StardustCore.Objects
{
if (animationManager == null)
{
+ //FIX SCALE SIZE AND POSITION APPROPRIATELY DEPENDING ON # OF OBJECTS!!!
+ aosdkpoasdopjsa
spriteBatch.Draw(v.Value.getExtendedTexture().getTexture(), location+new Vector2(v.Key.X*16,v.Key.Y*16), this.defaultSourceRect, Color.White * transparency, 0f, new Vector2(0, 0), 1, SpriteEffects.None, layerDepth);
}
else