rpg_walk: skip the battle shot while a scene transition is running
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@@ -176,6 +176,9 @@ namespace Cthangover.Mods.Rpg.Tests
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// core waits for the player, take the platform's victory path.
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if (battle.ActiveBattleCore is not IBattleAutoPlayable auto || !auto.IsWaitingForPlayerInput)
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return;
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// The shot waits for the fade-in too, otherwise it catches the blank transition.
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if (GodotSceneService.IsTransitioning)
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return;
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Shot("battle");
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battle.ShowWinground();
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Next();
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