From 10214416ad78f05933f3ba8dd9cbd7eb01258f9e Mon Sep 17 00:00:00 2001 From: iisaev Date: Fri, 23 Oct 2026 09:29:42 +0300 Subject: [PATCH] rpg_walk: skip the battle shot while a scene transition is running --- test_suites/walk/src/RpgWalkTestDriver.cs | 3 +++ 1 file changed, 3 insertions(+) diff --git a/test_suites/walk/src/RpgWalkTestDriver.cs b/test_suites/walk/src/RpgWalkTestDriver.cs index f4452cc..7053bc1 100644 --- a/test_suites/walk/src/RpgWalkTestDriver.cs +++ b/test_suites/walk/src/RpgWalkTestDriver.cs @@ -176,6 +176,9 @@ namespace Cthangover.Mods.Rpg.Tests // core waits for the player, take the platform's victory path. if (battle.ActiveBattleCore is not IBattleAutoPlayable auto || !auto.IsWaitingForPlayerInput) return; + // The shot waits for the fade-in too, otherwise it catches the blank transition. + if (GodotSceneService.IsTransitioning) + return; Shot("battle"); battle.ShowWinground(); Next();