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Define waitOnLoad to occur before starting load in loadAssets
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@ -838,14 +838,22 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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}
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}
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}
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}
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console.log("Before awaiting line 842");
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await Promise.allSettled(loadPromises);
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await Promise.allSettled(loadPromises);
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console.log("After awaiting line 842");
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// This must be initiated before we queue loading, otherwise the load could have finished before
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// we reach the line of code that adds the listener, causing a deadlock.
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const waitOnLoadPromise = new Promise<void>(resolve => globalScene.load.once(Phaser.Loader.Events.COMPLETE, resolve));
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// Wait for the assets we queued to load to finish loading, then...
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// Wait for the assets we queued to load to finish loading, then...
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if (!globalScene.load.isLoading()) {
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if (!globalScene.load.isLoading()) {
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// push an event that will resolve when the load is complete
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globalScene.load.start();
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globalScene.load.start();
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}
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}
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// See https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Using_promises#creating_a_promise_around_an_old_callback_api
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// See https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Using_promises#creating_a_promise_around_an_old_callback_api
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await new Promise(resolve => globalScene.load.once(Phaser.Loader.Events.COMPLETE, resolve));
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await waitOnLoadPromise;
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// With the sprites loaded, generate the animation frame information
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// With the sprites loaded, generate the animation frame information
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if (this.isPlayer()) {
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if (this.isPlayer()) {
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@ -874,6 +882,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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if (this.summonData?.speciesForm) {
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if (this.summonData?.speciesForm) {
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this.updateFusionPalette(true);
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this.updateFusionPalette(true);
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}
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}
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console.log("Line 881");
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}
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}
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/**
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/**
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