Reverted setting ESC_LAST_SCENE too early in ESCRoom (#464)
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@@ -84,10 +84,10 @@ func run(command_params: Array) -> int:
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"Awaiting transition %s (out) to be finished." % str(transition_id)
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)
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yield(escoria.main.scene_transition, "transition_done")
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# Hide main and pause menus
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escoria.game_scene.hide_main_menu()
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escoria.game_scene.unpause_game()
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# Hide main and pause menus
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escoria.game_scene.hide_main_menu()
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escoria.game_scene.unpause_game()
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# If FORCE_LAST_SCENE_NULL is true, force ESC_LAST_SCENE to empty
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if escoria.globals_manager.get_global("FORCE_LAST_SCENE_NULL"):
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@@ -137,7 +137,7 @@ func perform_script_events():
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"_front"
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).name == "load"
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):
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# If the room was loaded from change_scene and automatic transitions
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# are not disabled, do the transition out now
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if enabled_automatic_transitions \
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@@ -147,12 +147,27 @@ func perform_script_events():
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":transition_out",
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"transition %s out" % ProjectSettings.get_setting(
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"escoria/ui/default_transition"
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)
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),
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"wait 0.1"
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])
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escoria.event_manager.queue_event(
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script_transition_out.events['transition_out']
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)
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# Unpause the game if it was
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escoria.set_game_paused(false)
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# Wait for transition_out event to be done
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var rc = yield(escoria.event_manager, "event_finished")
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while rc[1] != "transition_out":
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rc = yield(escoria.event_manager, "event_finished")
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if rc[0] != ESCExecution.RC_OK:
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return rc[0]
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# Hide main and pause menus
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escoria.game_scene.hide_main_menu()
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escoria.game_scene.unpause_game()
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# Run the setup event
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_run_script_event("setup")
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@@ -178,7 +193,6 @@ func perform_script_events():
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if ready_event_added:
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# Wait for ready event to be done
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var rc = yield(escoria.event_manager, "event_finished")
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while rc[1] != "ready":
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rc = yield(escoria.event_manager, "event_finished")
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@@ -193,12 +207,12 @@ func perform_script_events():
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false,
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true
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)
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escoria.globals_manager.set_global(
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"ESC_LAST_SCENE",
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escoria.main.current_scene.global_id \
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if escoria.main.current_scene != null else "",
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true
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)
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escoria.globals_manager.set_global(
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"ESC_LAST_SCENE",
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escoria.main.current_scene.global_id \
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if escoria.main.current_scene != null else "",
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true
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)
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# Runs the script event from the script attached, if any.
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