private void DebugReload(string command, string[] args) { this.RemoveAllCompanions(); this.LoadContentPacks(true); // Respawn any previously active companions RingManager.LoadWornRings(); this.SpawnSceneryCompanions(Game1.player.currentLocation); // Remove companions that no longer have an existing map tile property this.RemoveOrphanCompanions(Game1.player.currentLocation); }
private void OnDayStarted(object sender, EventArgs e) { RingManager.LoadWornRings(); // Clear out the list of denied companions to respawn CompanionManager.denyRespawnCompanions = new List <SceneryCompanions>(); // Spawn any required companions foreach (var location in Game1.locations) { this.SpawnSceneryCompanions(location, spawnOnlyRequiredCompanions: true); } }
private void OnSaveLoaded(object sender, SaveLoadedEventArgs e) { if (wearMoreRingsApi != null) { RingManager.LoadWornRings(Game1.player, Game1.currentLocation, wearMoreRingsApi.GetAllRings(Game1.player)); } else { RingManager.LoadWornRings(Game1.player, Game1.currentLocation, new List <Ring>() { Game1.player.leftRing, Game1.player.rightRing }); } }