| 485 | } |
| 486 | |
| 487 | void Scene_Map::FinishInn() { |
| 488 | // RPG_RT will always transition in, regardless of whether an EraseScreen command |
| 489 | // was issued previously. |
| 490 | screen_erased_by_event = false; |
| 491 | |
| 492 | auto& transition = Transition::instance(); |
| 493 | |
| 494 | transition.InitShow(Transition::TransitionFadeIn, Scene::instance.get()); |
| 495 | Main_Data::game_system->BgmPlay(music_before_inn); |
| 496 | |
| 497 | // Full heal |
| 498 | std::vector<Game_Actor*> actors = Main_Data::game_party->GetActors(); |
| 499 | for (Game_Actor* actor : actors) { |
| 500 | actor->FullHeal(); |
| 501 | } |
| 502 | |
| 503 | activate_inn = false; |
| 504 | inn_started = false; |
| 505 | AsyncNext(std::move(map_async_continuation)); |
| 506 | } |
| 507 | |
| 508 | void Scene_Map::UpdateInn() { |
| 509 | // Allow message box to render during inn sequence. |