Fix player and partner trainer sprite palettes to 8 and 9, preventing unwanted palette changes (#8127)
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@ -2367,7 +2367,8 @@ void BtlController_HandleDrawTrainerPic(u32 battler, u32 trainerPicId, bool32 is
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if ((gBattleTypeFlags & BATTLE_TYPE_SAFARI) && GetBattlerPosition(battler) == B_POSITION_PLAYER_LEFT)
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gBattlerSpriteIds[battler] = gBattleStruct->trainerSlideSpriteIds[battler];
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gSprites[gBattleStruct->trainerSlideSpriteIds[battler]].oam.paletteNum = battler;
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// Aiming for palette slots 8 and 9 for Player and PlayerPartner to prevent Trainer Slides causing mons to change colour
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gSprites[gBattleStruct->trainerSlideSpriteIds[battler]].oam.paletteNum = (8 + battler/2);
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}
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gSprites[gBattleStruct->trainerSlideSpriteIds[battler]].x2 = DISPLAY_WIDTH;
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gSprites[gBattleStruct->trainerSlideSpriteIds[battler]].sSpeedX = -2;
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@ -2392,7 +2393,8 @@ void BtlController_HandleTrainerSlide(u32 battler, u32 trainerPicId)
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30);
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if ((gBattleTypeFlags & BATTLE_TYPE_SAFARI) && GetBattlerPosition(battler) == B_POSITION_PLAYER_LEFT)
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gBattlerSpriteIds[battler] = gBattleStruct->trainerSlideSpriteIds[battler];
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gSprites[gBattleStruct->trainerSlideSpriteIds[battler]].oam.paletteNum = battler;
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// Aiming for palette slots 8 and 9 for Player and PlayerPartner to prevent Trainer Slides causing mons to change colour
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gSprites[gBattleStruct->trainerSlideSpriteIds[battler]].oam.paletteNum = (8 + battler/2);
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gSprites[gBattleStruct->trainerSlideSpriteIds[battler]].x2 = -96;
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gSprites[gBattleStruct->trainerSlideSpriteIds[battler]].sSpeedX = 2;
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}
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@ -2740,7 +2742,7 @@ void BtlController_HandleIntroTrainerBallThrow(u32 battler, u16 tagTrainerPal, c
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paletteNum = AllocSpritePalette(tagTrainerPal);
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LoadPalette(trainerPal, OBJ_PLTT_ID(paletteNum), PLTT_SIZE_4BPP);
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gSprites[gBattleStruct->trainerSlideSpriteIds[battler]].oam.paletteNum = paletteNum;
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gSprites[gBattleStruct->trainerSlideSpriteIds[battler]].oam.paletteNum = (8 + battler/2);
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}
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else
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{
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@ -696,8 +696,9 @@ void DecompressTrainerBackPic(u16 backPicId, u8 battler)
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{
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u8 position = GetBattlerPosition(battler);
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CopyTrainerBackspriteFramesToDest(backPicId, gMonSpritesGfxPtr->spritesGfx[position]);
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// Aiming for palette slots 8 and 9 for Player and PlayerPartner to prevent Trainer Slides causing mons to change colour
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LoadPalette(gTrainerBacksprites[backPicId].palette.data,
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OBJ_PLTT_ID(battler), PLTT_SIZE_4BPP);
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OBJ_PLTT_ID(8 + battler/2), PLTT_SIZE_4BPP);
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}
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void FreeTrainerFrontPicPalette(u16 frontPicId)
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