Don't trigger onStateChanged until the game is in a running state

pull/3236/head
Evil Eye 2 months ago
parent e1046dc715
commit cee373aea8

@ -373,7 +373,6 @@ namespace MWLua
mGlobalScripts.addAutoStartedScripts(); mGlobalScripts.addAutoStartedScripts();
mGlobalScriptsStarted = true; mGlobalScriptsStarted = true;
mNewGameStarted = true; mNewGameStarted = true;
mMenuScripts.stateChanged();
} }
void LuaManager::gameLoaded() void LuaManager::gameLoaded()

@ -178,6 +178,7 @@ void MWState::StateManager::newGame(bool bypass)
MWBase::Environment::get().getWorld()->startNewGame(bypass); MWBase::Environment::get().getWorld()->startNewGame(bypass);
mState = State_Running; mState = State_Running;
MWBase::Environment::get().getLuaManager()->gameLoaded();
MWBase::Environment::get().getWindowManager()->fadeScreenOut(0); MWBase::Environment::get().getWindowManager()->fadeScreenOut(0);
MWBase::Environment::get().getWindowManager()->fadeScreenIn(1); MWBase::Environment::get().getWindowManager()->fadeScreenIn(1);

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