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CLOSES #1211, CLOSES #1228, CLOSES #1229, CLOSES #1232, CLOSES #1251, CLOSES #1265, CLOSES #1267, CLOSES #1276, CLOSES #1279, CLOSES #1282, CLOSES #1293, CLOSES #1296, CLOSES #1303, CLOSES #1329, CLOSES #1338, CLOSES #1341, CLOSES #1343, CLOSES #1344, CLOSES #1368, CLOSES #1385, CLOSES #1388, CLOSES #1389, CLOSES #1391
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@@ -144,12 +144,7 @@ function PokedexMenu.new(game, opts)
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self.game = game
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self.save = opts.save or (game and game.save)
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local data = game and game.data or {}
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-- Held, not just read into the fields below. CRY resolves its sample
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-- through data.audio.cries and AREA resolves nests and landmark names
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-- through data.maps / data.landmarks, and every one of those reads
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-- `self.data` -- which nothing assigned, so `cries` folded to nil, playCry
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-- returned before it reached Sound, and the button did nothing at all.
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-- Taken by reference so a mod's merged cry or landmark is the one used.
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-- engine/pokedex/pokedex.asm:447
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self.data = data
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self.dex = opts.pokedex or data.gen2Pokedex
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self.pokemon = opts.pokemon or data.pokemon
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@@ -866,15 +861,6 @@ function PokedexMenu:drawArea()
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self:text(region == "kanto" and "KANTO" or "JOHTO", 1, 1)
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local G = love.graphics
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local table_ = self.data and self.data.landmarks
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local byIndex = self.landmarkByIndex
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if not byIndex then
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byIndex = {}
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for _, entry in pairs((table_ and table_.landmarks) or {}) do
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if entry and entry.index then byIndex[entry.index] = entry end
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end
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self.landmarkByIndex = byIndex
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end
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if #nests == 0 then
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-- A species with no grass, water or roamer entry in this region. The cart
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@@ -883,11 +869,11 @@ function PokedexMenu:drawArea()
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return
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end
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-- Blinking markers, the way the cart flashes its OBJs.
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-- engine/pokegear/pokegear.asm:2427
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local on = ((self.areaBlink or 0) % 32) < 20
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if cells and on then
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for _, index in ipairs(nests) do
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local mark = byIndex[index]
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local mark = Nests.landmark(self.data, index)
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if mark and mark.x and mark.y then
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G.setColor(0, 0, 0, 1)
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G.rectangle("fill", mark.x - 2, mark.y - 2, 5, 5)
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@@ -900,7 +886,7 @@ function PokedexMenu:drawArea()
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-- Name the first one in words as well as on the map: the flashing dot is
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-- unreadable at this size on a modern display, and the landmark name is what
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-- a player actually wants off this screen.
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local first = byIndex[nests[1]]
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local first = Nests.landmark(self.data, nests[1])
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if first and first.name then
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local name = tostring(first.name):gsub("\n", " ")
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self:text(name, 1, 16)
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