| 112 | } |
| 113 | |
| 114 | void Scene_Item::TransitionOut(Scene::SceneType next_scene) { |
| 115 | const auto* item = item_window->GetItem(); |
| 116 | const lcf::rpg::Skill* skill = nullptr; |
| 117 | if (item && item->type == lcf::rpg::Item::Type_special && item->skill_id > 0) { |
| 118 | skill = lcf::ReaderUtil::GetElement(lcf::Data::skills, item->skill_id); |
| 119 | } |
| 120 | |
| 121 | if (next_scene == Map && skill && skill->type == lcf::rpg::Skill::Type_escape) { |
| 122 | Transition::instance().InitErase(Transition::TransitionFadeOut, this); |
| 123 | } else { |
| 124 | Scene::TransitionOut(next_scene); |
| 125 | } |
| 126 | } |