fix: destroy shadows during battle transition intro
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@ -1068,6 +1068,9 @@ static void Task_BattleTransition(u8 taskId)
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static bool8 Transition_StartIntro(struct Task *task)
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{
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SetWeatherScreenFadeOut();
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// cause all shadow sprites to destroy themselves,
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// freeing up sprite slots for the transition
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gWeatherPtr->noShadows = TRUE;
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CpuCopy32(gPlttBufferFaded, gPlttBufferUnfaded, PLTT_SIZE);
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if (sTasks_Intro[task->tTransitionId] != NULL)
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{
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