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fixed full screen flashing in battles
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@@ -1374,6 +1374,24 @@ T.check(math.abs(sx - px) < 0.2,
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-- arena floor out from under the two mons pinned to it
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T.eq(rig.curve, 0, "the battle camera switches the world curve off")
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-- ------- the hit flash belongs to the mons, not the screen
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--
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-- The engine draws it as a full-screen white rectangle, which is a flash on
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-- a white battle field and a whiteout of the map, the HUD and the text box
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-- over a world. It is dropped on the way past and put back on the two cards.
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local Battles = run.loader.exports.DRAMATIC_SHAPE.lib.require("OverworldBattle")
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T.eq(Battles.flashing(nil), false, "no battle, no flash")
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T.eq(Battles.flashing({ fx = {}, frame = 0 }), false,
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"a battle with no flash counter is not flashing")
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T.eq(Battles.flashing({ fx = { flash = 0 }, frame = 0 }), false,
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"nor one whose counter has run out")
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T.eq(Battles.flashing({ fx = { flash = 16 }, frame = 0 }), true,
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"a live counter flashes on the frames the engine would")
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T.eq(Battles.flashing({ fx = { flash = 16 }, frame = 2 }), false,
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"and is dark on the others, which is what makes it flicker")
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T.eq(Battles.flashing({ fx = { flash = 16 }, frame = 5 }), true,
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"on a four-frame cycle")
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-- ------- the wireframe is forced on in a battle
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--
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-- A fight is a staged shot rather than the world being walked through, so it
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