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Fix ditto sprite not loading properly
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0712f86462
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@ -909,19 +909,23 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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const originalWarn = console.warn;
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// Ignore warnings for missing frames, because there will be a lot
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console.warn = () => {};
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const battleFrameNames = globalScene.anims.generateFrameNames(this.getBattleSpriteKey(), {
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// NEED REVIEW: is `this.isPlayer()` always the correct check for whether to get the front of back sprite?
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const battleSpriteKey = this.getBattleSpriteKey(this.isPlayer(), ignoreOverride);
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const battleFrameNames = globalScene.anims.generateFrameNames(battleSpriteKey, {
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zeroPad: 4,
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suffix: ".png",
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start: 1,
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end: 400,
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});
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console.warn = originalWarn;
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globalScene.anims.create({
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key: this.getBattleSpriteKey(),
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frames: battleFrameNames,
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frameRate: 10,
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repeat: -1,
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});
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if (!globalScene.anims.exists(battleSpriteKey)) {
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globalScene.anims.create({
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key: battleSpriteKey,
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frames: battleFrameNames,
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frameRate: 10,
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repeat: -1,
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});
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}
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}
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// With everything loaded, now begin playing the animation.
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this.playAnim();
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@ -1110,7 +1110,7 @@ export class GameData {
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for (const p of sessionData.party) {
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const pokemon = p.toPokemon() as PlayerPokemon;
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pokemon.setVisible(false);
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loadPokemonAssets.push(pokemon.loadAssets());
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loadPokemonAssets.push(pokemon.loadAssets(false));
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party.push(pokemon);
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}
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