From 01428dd5cffe86daea327882da8c48ffc7900a2f Mon Sep 17 00:00:00 2001 From: Karim Akra <144803230+KarimAkra@users.noreply.github.com> Date: Thu, 17 Jul 2025 12:51:06 +0300 Subject: [PATCH] Fixed a tiny issue that caused cutscenes to softlock (#1432) --- assets | 2 +- source/funkin/play/PlayState.hx | 5 ++--- 2 files changed, 3 insertions(+), 4 deletions(-) diff --git a/assets b/assets index 91e8cd2d4..6b2ba11ee 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 91e8cd2d49df7534cbbb8edf2c3c491eddde4f9d +Subproject commit 6b2ba11ee3bb17e9e1b294f806aa7a22694dad91 diff --git a/source/funkin/play/PlayState.hx b/source/funkin/play/PlayState.hx index 062f41d97..b36f047d2 100644 --- a/source/funkin/play/PlayState.hx +++ b/source/funkin/play/PlayState.hx @@ -1065,7 +1065,7 @@ class PlayState extends MusicBeatSubState // This helps prevent a major bug where the level suddenly loops back to the start or middle. if (Conductor.instance.songPosition >= (FlxG.sound.music.endTime ?? FlxG.sound.music.length)) { - if (mayPauseGame) endSong(skipEndingTransition); + if (mayPauseGame && !isSongEnd) endSong(skipEndingTransition); } } @@ -3109,11 +3109,10 @@ class PlayState extends MusicBeatSubState */ public function endSong(rightGoddamnNow:Bool = false):Void { - if (isSongEnd) return; - isSongEnd = true; if (FlxG.sound.music != null) FlxG.sound.music.volume = 0; vocals.volume = 0; mayPauseGame = false; + isSongEnd = true; // Prevent ghost misses while the song is ending. disableKeys = true;