diff --git a/include/field_weather.h b/include/field_weather.h index f1d6768f1a..e8e34f4940 100644 --- a/include/field_weather.h +++ b/include/field_weather.h @@ -166,7 +166,7 @@ void PlayRainStoppingSoundEffect(void); u8 IsWeatherChangeComplete(void); void SetWeatherScreenFadeOut(void); void SetWeatherPalStateIdle(void); -const u8* SetPaletteColorMapType(u8 paletteIndex, enum ColorMapType colorMapType); +const u8 *SetPaletteColorMapType(u8 paletteIndex, enum ColorMapType colorMapType); void PreservePaletteInWeather(u8 preservedPalIndex); void ResetPaletteColorMapType(u8 paletteIndex); void ResetPreservedPalettesInWeather(void); diff --git a/src/field_weather.c b/src/field_weather.c index 94e625a076..7e8d83b2a5 100644 --- a/src/field_weather.c +++ b/src/field_weather.c @@ -1170,9 +1170,8 @@ void PreservePaletteInWeather(u8 preservedPalIndex) void ResetPaletteColorMapType(u8 paletteIndex) { - if (sPaletteColorMapTypes == sBasePaletteColorMapTypes) - return; - sFieldEffectPaletteColorMapTypes[paletteIndex] = sBasePaletteColorMapTypes[paletteIndex]; + if (sPaletteColorMapTypes != sBasePaletteColorMapTypes) + sFieldEffectPaletteColorMapTypes[paletteIndex] = sBasePaletteColorMapTypes[paletteIndex]; } void ResetPreservedPalettesInWeather(void) diff --git a/src/overworld.c b/src/overworld.c index bea35f6349..e7273164ad 100644 --- a/src/overworld.c +++ b/src/overworld.c @@ -1629,11 +1629,9 @@ bool32 MapHasNaturalLight(u8 mapType) bool32 CurrentMapHasShadows(void) { - bool32 shouldHaveShadows = TRUE; - u32 currentMapType = gMapHeader.mapType; - if (currentMapType == MAP_TYPE_UNDERGROUND) - shouldHaveShadows = FALSE; - return shouldHaveShadows; + // Add all conditionals here for maps that shouldn't have shadows + // By default only cave maps are excluded from having shadows under object events + return (gMapHeader.mapType != MAP_TYPE_UNDERGROUND); } // Update & mix day / night bg palettes (into unfaded)