I’m updating null to have a clock that can be referenced for when things are allowed or when npcs should take a particular course of action.

I’m trying to change the blood bank dialog so that it checks this clock, but I ran into an interesting problem where the dialog doesn’t close automatically when the dialog ends.

I think this is because the code tries to await inside of a _gui_input(event) call. I’ll try to have it not depend on an await result. In other words, the individual UI elements like the choices should not be responsible for checking if the dialog has ended; the dialog parent object should do that instead.

Making the change fixed the problem.