Make sure grass effect palette ignore fog when time blended (#9235)
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@ -43,4 +43,6 @@ void UpdateSparkleFieldEffect(struct Sprite *sprite);
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void SetSpriteInvisible(u8 spriteId);
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void SetSpriteInvisible(u8 spriteId);
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void ShowWarpArrowSprite(u8 spriteId, u8 direction, s16 x, s16 y);
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void ShowWarpArrowSprite(u8 spriteId, u8 direction, s16 x, s16 y);
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u32 FldEff_TallGrass(void);
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#endif //GUARD_FIELD_EFFECT_HELPERS_H
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#endif //GUARD_FIELD_EFFECT_HELPERS_H
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@ -803,14 +803,22 @@ void FieldEffectScript_LoadTiles(u8 **script)
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(*script) += 4;
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(*script) += 4;
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}
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}
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static bool32 ShouldFieldEffectBeFogBlended(u8 *script)
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{
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u32 ptr = FieldEffectScript_ReadWord(&script);
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if (ptr == (u32)FldEff_TallGrass)
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return FALSE;
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return TRUE;
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}
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void FieldEffectScript_LoadFadedPalette(u8 **script)
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void FieldEffectScript_LoadFadedPalette(u8 **script)
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{
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{
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struct SpritePalette *palette = (struct SpritePalette *)FieldEffectScript_ReadWord(script);
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struct SpritePalette *palette = (struct SpritePalette *)FieldEffectScript_ReadWord(script);
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u32 paletteSlot = LoadSpritePalette(palette);
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u32 paletteSlot = LoadSpritePalette(palette);
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(*script) += 4;
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(*script) += 4;
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SetPaletteColorMapType(paletteSlot + 16, T1_READ_8(*script));
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SetPaletteColorMapType(paletteSlot + 16, T1_READ_8(*script));
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UpdateSpritePaletteWithWeather(paletteSlot, TRUE);
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(*script)++;
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(*script)++;
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UpdateSpritePaletteWithWeather(paletteSlot, ShouldFieldEffectBeFogBlended(*script));
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}
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}
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void FieldEffectScript_LoadPalette(u8 **script)
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void FieldEffectScript_LoadPalette(u8 **script)
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