Fixed tall grass & ripples not being time-blended.
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@ -770,6 +770,7 @@ void FieldEffectScript_LoadFadedPalette(u8 **script)
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struct SpritePalette *palette = (struct SpritePalette *)FieldEffectScript_ReadWord(script);
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LoadSpritePalette(palette);
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UpdateSpritePaletteWithWeather(IndexOfSpritePaletteTag(palette->tag));
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UpdateSpritePaletteWithTime(IndexOfSpritePaletteTag(palette->tag)); // Ensure field effects are blended
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(*script) += 4;
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}
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