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→‎Tracking changes to a value: updated smapi API Events to match current version
Line 21: Line 21:  
     public override void Entry(IModHelper helper)
 
     public override void Entry(IModHelper helper)
 
     {
 
     {
         SaveEvents.AfterLoad += this.SaveEvents_AfterLoad;
+
         GameLoop.SaveLoaded += this.onSaveLoaded;
         GameEvents.UpdateTick += this.GameEvents_UpdateTick;
+
         GameLoop.UpdateTicked += this.onUpdateTicked;
 
     }
 
     }
   Line 30: Line 30:  
     /// <param name="sender">The event sender.</param>
 
     /// <param name="sender">The event sender.</param>
 
     /// <param name="e">The event arguments.</param>
 
     /// <param name="e">The event arguments.</param>
     private void SaveEvents_AfterLoad(object sender, EventArgs e)
+
     private void onSaveLoaded(object sender, SaveLoadedEventArgs e)
 
     {
 
     {
 
         this.LastStamina = Game1.player.Stamina;
 
         this.LastStamina = Game1.player.Stamina;
Line 38: Line 38:  
     /// <param name="sender">The event sender.</param>
 
     /// <param name="sender">The event sender.</param>
 
     /// <param name="e">The event arguments.</param>
 
     /// <param name="e">The event arguments.</param>
     private void GameEvents_UpdateTick(object sender, EventArgs e)
+
     private void onUpdateTicked (object sender, UpdateTickedEventArgs e)
 
     {
 
     {
 
         // skip if save not loaded yet
 
         // skip if save not loaded yet
Line 50: Line 50:     
         // print message & update stamina
 
         // print message & update stamina
         this.Monitor.Log($"Player stamina changed from {currentStamina} to {this.LastStamina}");
+
         this.Monitor.Log($"Player stamina changed from {currentStamina} to {this.LastStamina}", LogLevel.Debug);
 
         this.LastStamina = currentStamina;
 
         this.LastStamina = currentStamina;
 
     }
 
     }
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