/// <summary>Called after <see cref="Game1.loadForNewGame"/>.</summary> /// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks> private static void After_Game1_LoadForNewGame() { LoadContextPatch.IsInLoadForNewGame = false; if (LoadContextPatch.IsCreating()) { LoadContextPatch.OnStageChanged(LoadStage.CreatedLocations); } }
/// <summary>Called before <see cref="Game1.AddModNPCs"/>.</summary> /// <returns>Returns whether to execute the original method.</returns> /// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks> private static bool Before_Game1_AddModNPCs() { // When this method is called from Game1.loadForNewGame, it happens right after adding the vanilla // locations but before initializing them. if (LoadContextPatch.IsInLoadForNewGame) { LoadContextPatch.OnStageChanged(LoadContextPatch.IsCreating() ? LoadStage.CreatedInitialLocations : LoadStage.SaveAddedLocations ); } return(true); }