| 506 | } |
| 507 | |
| 508 | void Scene_Map::UpdateInn() { |
| 509 | // Allow message box to render during inn sequence. |
| 510 | if (Game_Message::IsMessageActive()) { |
| 511 | Game_Message::Update(); |
| 512 | return; |
| 513 | } |
| 514 | |
| 515 | if (!inn_started) { |
| 516 | Transition::instance().InitErase(Transition::TransitionFadeOut, Scene::instance.get()); |
| 517 | inn_started = true; |
| 518 | inn_timer = Game_Clock::GetFrameTime(); |
| 519 | |
| 520 | AsyncNext([=]() { StartInn(); }); |
| 521 | return; |
| 522 | } |
| 523 | |
| 524 | // Do not use Game_System::BgmPlayedOnce here as it does not report looping for WAV correctly |
| 525 | if (Audio().BGM_IsPlaying() && !Audio().BGM_PlayedOnce() && (Game_Clock::GetFrameTime() - inn_timer < 10s)) { |
| 526 | return; |
| 527 | } |
| 528 | |
| 529 | Main_Data::game_system->BgmStop(); |
| 530 | FinishInn(); |
| 531 | } |
nothing calls this directly
no test coverage detected