rpg_walk: skip the battle shot while a scene transition is running

This commit is contained in:
cthangover committed 2026-10-23 09:29:42 +03:00
1 parent 6babb12065
commit 10214416ad
1 file changed
+3
@@ -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();