| 90 | } |
| 91 | |
| 92 | void Game_Interpreter_Map::OnMapChange() { |
| 93 | // When we change the map, we reset all event id's to 0. |
| 94 | for (auto& frame: _state.stack) { |
| 95 | frame.event_id = 0; |
| 96 | } |
| 97 | |
| 98 | // When the message was created by a parallel process, close it |
| 99 | if (Game_Message::IsMessageActive() && !Game_Message::GetWindow()->GetPendingMessage().IsFromForegroundInterpreter()) { |
| 100 | Game_Message::GetWindow()->FinishMessageProcessing(); |
| 101 | } |
| 102 | } |
| 103 | |
| 104 | bool Game_Interpreter_Map::RequestMainMenuScene(int subscreen_id, int actor_index, bool is_db_actor) { |
| 105 | if (Player::game_config.patch_direct_menu.Get() && subscreen_id == -1) { |
nothing calls this directly
no test coverage detected