| 134 | } |
| 135 | |
| 136 | void Game_Message::SetPendingMessage(PendingMessage&& pm) { |
| 137 | if (window) { |
| 138 | // This flag has no known use, but RPG_RT sets it whenever an event message command |
| 139 | // spawns a message. We replicate it for save game compatibility. |
| 140 | Main_Data::game_system->SetMessageEventMessageActive(pm.IsEventMessage()); |
| 141 | |
| 142 | window->StartMessageProcessing(std::move(pm)); |
| 143 | } |
| 144 | } |
| 145 | |
| 146 | bool Game_Message::IsMessagePending() { |
| 147 | return window ? window->IsMessagePending() : false; |
nothing calls this directly
no test coverage detected