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fix: enemy mon appears before its send-out animation
The trainer intro was the only enemy send-out path that never set enemySendingOut, so the front sprite drew at full size the moment the trainer pic walked off, held through "X sent out Y!", and the grow-in then played over a mon that had already arrived. Set it with the pic teardown and clear it with startGrowIn, matching the mid-battle replacement and the player's own send-out. Also repairs two parity suites that could not load at all: their game stubs lacked input.isDown, which battle text has read every frame since typing started honouring PrintLetterDelay. intro_chrome additionally pressed A inside PromptText's ProtectedDelay3 hold, which ignores the button for TEXT_PRE_ADVANCE frames.
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@@ -1476,12 +1476,21 @@ function BattleState:enter()
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table.insert(self.queue, { wait = 16 })
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self:act(function()
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self.showEnemyTrainer = false
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-- the slot is EMPTY from here until AnimateSendingOutMon runs below:
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-- the pic has walked off and the mon is still in its ball, so nothing
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-- stands in the enemy slot while TrainerSentOutText prints. Without
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-- this the front sprite popped in full-size the instant the trainer
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-- left, sat there through the whole text box, and the grow-in then
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-- restarted it from nothing -- the mon appearing before it was sent
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-- out. Mirrors the flag the mid-battle replacement already sets.
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self.enemySendingOut = true
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self:slidePic("foe")
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end)
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self:say(Strings("%s sent\nout %s!", self.trainer.name, self.enemy.name))
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self:act(function()
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-- EnemySendOutFirstMon (core.asm:1421-1434): after the text the
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-- pic grows out of the ball (AnimateSendingOutMon), then the cry
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self.enemySendingOut = false
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self:startGrowIn(self.enemy)
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end)
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queueEnemyCry()
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