private void GameLoop_ReturnedToTitle(object sender, StardewModdingAPI.Events.ReturnedToTitleEventArgs e)
        {
            if (Context.IsMultiplayer)
            {
                return;
            }

            this.GameMaster.Uninitialize();
            this.CompanionManager.UninitializeCompanions();
            this.ContentLoader.InvalidateCache();
        }
Beispiel #2
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        private void GameLoop_ReturnedToTitle(object sender, StardewModdingAPI.Events.ReturnedToTitleEventArgs e)
        {
            if (Context.IsMultiplayer)
            {
                return;
            }
            this.companionManager.UninitializeCompanions();
            this.contentLoader.InvalidateCache();

            // Clean data in patches
            Patches.SpouseReturnHomePatch.recruitedSpouses.Clear();
        }
Beispiel #3
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 private void GameLoop_ReturnedToTitle(object sender, StardewModdingAPI.Events.ReturnedToTitleEventArgs e)
 {
     this.companionManager.UninitializeCompanions();
 }
Beispiel #4
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 /// <summary>  Function handling returning to title. </summary>
 private void GameReturnToTitle(object sender, StardewModdingAPI.Events.ReturnedToTitleEventArgs e)
 {
     WeatherTracker.ReturnToTitle();
 }
 private void GameLoop_ReturnedToTitle(object sender, StardewModdingAPI.Events.ReturnedToTitleEventArgs e)
 {
     currentSpouses.Clear();
     currentUnofficialSpouses.Clear();
 }