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fixed the bug, ruined my sanity
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@ -77,14 +77,18 @@ export class PromptHandler extends GameManagerHelper {
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* Helper method to wrap UI mode changing.
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* Helper method to wrap UI mode changing.
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* @param args - Arguments being passed to the original method
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* @param args - Arguments being passed to the original method
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* @returns The original return value.
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* @returns The original return value.
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* @todo Make this wait for the actual UI mode setting
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*/
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*/
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private async setMode(args: Parameters<typeof this.originalSetModeInternal>) {
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private setMode(
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args: Parameters<typeof this.originalSetModeInternal>,
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): ReturnType<typeof this.originalSetModeInternal> {
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const mode = args[0];
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const mode = args[0];
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this.doLog(
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this.doLog(
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`UI mode changed from ${getEnumStr(UiMode, this.game.scene.ui.getMode())} to ${getEnumStr(UiMode, mode)}!`,
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`UI mode changed from ${getEnumStr(UiMode, this.game.scene.ui.getMode())} to ${getEnumStr(UiMode, mode)}!`,
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);
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);
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const ret = await this.originalSetModeInternal.apply(this.game.scene.ui, args);
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// TODO: Add `await` to this
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const ret = this.originalSetModeInternal.apply(this.game.scene.ui, args);
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const currentPhase = this.game.scene.phaseManager.getCurrentPhase()?.phaseName!;
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const currentPhase = this.game.scene.phaseManager.getCurrentPhase()?.phaseName!;
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if (endBySetMode.includes(currentPhase)) {
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if (endBySetMode.includes(currentPhase)) {
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