Root nodes join through ModRoot.AddDeferred, so a reload that unloads the mod first never hands Godot a freed node
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
1 parent
b5878df34a
commit
4a46362df8
1 file changed
+1
-1
@@ -32,7 +32,7 @@ namespace Cthangover.Mods.Trading.Tests
|
||||
.Select(a => a.Substring("--shots=".Length))
|
||||
.FirstOrDefault();
|
||||
GameLogger.Log("TEST", $"TradeTestInitializer: activating trade, shots={shots ?? "off"}");
|
||||
(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new TradeTestDriver(shots));
|
||||
ModRoot.AddDeferred(new TradeTestDriver(shots));
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user