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@ -166,7 +166,7 @@ void PlayRainStoppingSoundEffect(void);
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u8 IsWeatherChangeComplete(void);
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void SetWeatherScreenFadeOut(void);
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void SetWeatherPalStateIdle(void);
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const u8* SetPaletteColorMapType(u8 paletteIndex, enum ColorMapType colorMapType);
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const u8 *SetPaletteColorMapType(u8 paletteIndex, enum ColorMapType colorMapType);
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void PreservePaletteInWeather(u8 preservedPalIndex);
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void ResetPaletteColorMapType(u8 paletteIndex);
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void ResetPreservedPalettesInWeather(void);
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@ -1170,9 +1170,8 @@ void PreservePaletteInWeather(u8 preservedPalIndex)
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void ResetPaletteColorMapType(u8 paletteIndex)
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{
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if (sPaletteColorMapTypes == sBasePaletteColorMapTypes)
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return;
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sFieldEffectPaletteColorMapTypes[paletteIndex] = sBasePaletteColorMapTypes[paletteIndex];
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if (sPaletteColorMapTypes != sBasePaletteColorMapTypes)
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sFieldEffectPaletteColorMapTypes[paletteIndex] = sBasePaletteColorMapTypes[paletteIndex];
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}
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void ResetPreservedPalettesInWeather(void)
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@ -1629,11 +1629,9 @@ bool32 MapHasNaturalLight(u8 mapType)
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bool32 CurrentMapHasShadows(void)
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{
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bool32 shouldHaveShadows = TRUE;
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u32 currentMapType = gMapHeader.mapType;
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if (currentMapType == MAP_TYPE_UNDERGROUND)
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shouldHaveShadows = FALSE;
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return shouldHaveShadows;
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// Add all conditionals here for maps that shouldn't have shadows
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// By default only cave maps are excluded from having shadows under object events
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return (gMapHeader.mapType != MAP_TYPE_UNDERGROUND);
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}
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// Update & mix day / night bg palettes (into unfaded)
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