u32 in FadeScreenHardware
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@ -148,7 +148,7 @@ void SetCurrentAndNextWeatherNoDelay(u8 weather);
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void ApplyWeatherColorMapIfIdle(s8 colorMapIndex);
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void ApplyWeatherColorMapIfIdle_Gradual(u8 colorMapIndex, u8 targetColorMapIndex, u8 colorMapStepDelay);
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void FadeScreen(u8 mode, s8 delay);
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u16 FadeScreenHardware(u8 mode, s8 delay);
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u32 FadeScreenHardware(u32 mode, s32 delay);
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bool8 IsWeatherNotFadingIn(void);
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void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex, bool8 allowFog);
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void ApplyWeatherColorMapToPals(u8 startPalIndex, u8 numPalettes);
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@ -811,9 +811,9 @@ void FadeScreen(u8 mode, s8 delay)
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// Note: This enables blending in all windows;
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// These bits may need to be disabled later
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// (i.e if blending lighting effects using WINOBJ)
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u16 FadeScreenHardware(u8 mode, s8 delay)
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u32 FadeScreenHardware(u32 mode, s32 delay)
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{
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u16 bldCnt = GetGpuReg(REG_OFFSET_BLDCNT) & BLDCNT_TGT2_ALL;
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u32 bldCnt = GetGpuReg(REG_OFFSET_BLDCNT) & BLDCNT_TGT2_ALL;
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bldCnt |= BLDCNT_TGT1_ALL;
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// enable blend in all windows
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SetGpuRegBits(REG_OFFSET_WININ, WININ_WIN0_CLR | WININ_WIN1_CLR);
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