From 8809562adc160a1c30160da2c41d965352215499 Mon Sep 17 00:00:00 2001 From: flan Date: Fri, 8 Aug 2025 04:48:07 +0200 Subject: [PATCH] Don't apply screen flash to players with repeating flashes MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit This replicates the pre-9c203419af behavior where screen flashes (Scene_Map::UpdateStage1 → Game_Map::Update → Game_Screen::Update → … → Game_Screen::FlashOnce) would immediately get overwritten by repeating flashes (Scene_Map::UpdateStage1 → Scene_Map::UpdateGraphics → Spriteset_Map::Update). Fixes PlayerOther flickering in MAP2059 (Sunset Savannah, Yume 2kki) seen during the event triggered by using the Fairy effect. --- src/multiplayer/game_multiplayer.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/multiplayer/game_multiplayer.cpp b/src/multiplayer/game_multiplayer.cpp index 42725882a..86627b4e0 100644 --- a/src/multiplayer/game_multiplayer.cpp +++ b/src/multiplayer/game_multiplayer.cpp @@ -740,6 +740,9 @@ void Game_Multiplayer::ApplyPlayerBattleAnimUpdates() { void Game_Multiplayer::ApplyFlash(int r, int g, int b, int power, int frames) { for (auto& p : players) { + if (repeating_flashes.find(p.first) != repeating_flashes.end()) { + continue; + } p.second.ch->Flash(r, g, b, power, frames); p.second.chat_name->SetFlashFramesLeft(frames); }