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Fix softlock with double battle fainting
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@ -1,6 +1,6 @@
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import Phaser from 'phaser';
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import Phaser from 'phaser';
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import UI, { Mode } from './ui/ui';
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import UI, { Mode } from './ui/ui';
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import { NextEncounterPhase, NewBiomeEncounterPhase, SelectBiomePhase, MessagePhase, TurnInitPhase, ReturnPhase, LevelCapPhase, ShowTrainerPhase, LoginPhase, MovePhase, TitlePhase } from './phases';
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import { NextEncounterPhase, NewBiomeEncounterPhase, SelectBiomePhase, MessagePhase, TurnInitPhase, ReturnPhase, LevelCapPhase, ShowTrainerPhase, LoginPhase, MovePhase, TitlePhase, SwitchPhase } from './phases';
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import Pokemon, { PlayerPokemon, EnemyPokemon } from './field/pokemon';
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import Pokemon, { PlayerPokemon, EnemyPokemon } from './field/pokemon';
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import PokemonSpecies, { PokemonSpeciesFilter, allSpecies, getPokemonSpecies, initSpecies } from './data/pokemon-species';
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import PokemonSpecies, { PokemonSpeciesFilter, allSpecies, getPokemonSpecies, initSpecies } from './data/pokemon-species';
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import * as Utils from './utils';
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import * as Utils from './utils';
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@ -710,6 +710,9 @@ export default class BattleScene extends SceneBase {
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const lastBattle = this.currentBattle;
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const lastBattle = this.currentBattle;
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if (lastBattle?.double && !newDouble)
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this.tryRemovePhase(p => p instanceof SwitchPhase);
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const maxExpLevel = this.getMaxExpLevel();
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const maxExpLevel = this.getMaxExpLevel();
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this.lastEnemyTrainer = lastBattle?.trainer ?? null;
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this.lastEnemyTrainer = lastBattle?.trainer ?? null;
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