Addressing a bunch of small things
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@ -622,3 +622,4 @@ MtPyre_Summit_Text_HoennTrioTale:
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.string "becalmed the two enraged POKéMON.\p"
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.string "Then, its duty done, the green POKéMON\n"
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.string "flew off into the wild blue yonder…$"
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@ -103,3 +103,4 @@ SlateportCity_BattleTentBattleRoom_Movement_OpponentEnter:
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walk_down
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walk_in_place_faster_left
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step_end
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@ -4,4 +4,4 @@
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11
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12
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13
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14
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14
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@ -4,4 +4,4 @@
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11
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12
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13
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14
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14
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@ -101,7 +101,7 @@ void BlendPalettesUnfaded(u32 selectedPalettes, u8 coeff, u32 color);
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void BlendPalettesGradually(u32 selectedPalettes, s8 delay, u8 coeff, u8 coeffTarget, u16 color, u8 priority, u8 id);
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void TimeBlendPalette(u16 palOffset, u32 coeff, u32 blendColor);
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void TintPalette_RGB_Copy(u16 palOffset, u32 blendColor);
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void TimeMixPalettes(u32, u16 *, u16 *, struct BlendSettings *, struct BlendSettings *, u16);
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void TimeMixPalettes(u32 palettes, u16 *src, u16 *dst, struct BlendSettings *blend0, struct BlendSettings *blend1, u16 weight0);
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void AvgPaletteWeighted(u16 *src0, u16 *src1, u16 *dst, u16 weight0);
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void TintPalette_GrayScale(u16 *palette, u32 count);
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void TintPalette_GrayScale2(u16 *palette, u32 count);
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@ -2613,6 +2613,8 @@ void GetFollowerAction(struct ScriptContext *ctx) // Essentially a big switch fo
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gFollowerBasicMessages[emotion].script);
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}
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#define sLightType data[5]
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// Sprite callback for light sprites
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void UpdateLightSprite(struct Sprite *sprite)
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{
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@ -2641,7 +2643,7 @@ void UpdateLightSprite(struct Sprite *sprite)
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return;
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}
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switch (sprite->data[5]) // lightType
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switch (sprite->sLightType)
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{
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default:
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case LIGHT_TYPE_BALL:
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@ -2693,7 +2695,7 @@ static void SpawnLightSprite(s16 x, s16 y, s16 camX, s16 camY, u32 lightType)
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else
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UpdateSpritePaletteByTemplate(template, sprite);
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GetMapCoordsFromSpritePos(x + camX, y + camY, &sprite->x, &sprite->y);
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sprite->data[5] = lightType;
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sprite->sLightType = lightType;
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sprite->data[6] = x;
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sprite->data[7] = y;
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sprite->affineAnims = gDummySpriteAffineAnimTable;
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@ -2718,9 +2720,12 @@ static void SpawnLightSprite(s16 x, s16 y, s16 camX, s16 camY, u32 lightType)
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sprite->oam.priority = 2;
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sprite->subpriority = 0xFF;
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sprite->oam.objMode = ST_OAM_OBJ_BLEND;
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break;
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}
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}
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#undef sLightType
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void TrySpawnLightSprites(s16 camX, s16 camY)
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{
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u32 i;
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@ -531,7 +531,6 @@ static void ApplyColorMap(u8 startPalIndex, u8 numPalettes, s8 colorMapIndex)
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}
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else
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{
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// copy
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CpuFastCopy(&gPlttBufferUnfaded[PLTT_ID(startPalIndex)], &gPlttBufferFaded[PLTT_ID(startPalIndex)], numPalettes * PLTT_SIZE_4BPP);
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}
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}
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@ -681,7 +680,7 @@ static void MarkFogSpritePalToLighten(u8 paletteIndex)
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static bool8 LightenSpritePaletteInFog(u8 paletteIndex)
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{
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u16 i;
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u32 i;
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if (paletteIndex >= 16 && IS_BLEND_IMMUNE_TAG(GetSpritePaletteTagByPaletteNum(paletteIndex - 16)))
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return FALSE;
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@ -883,9 +882,9 @@ static bool8 UNUSED IsFirstFrameOfWeatherFadeIn(void)
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void LoadCustomWeatherSpritePalette(const u16 *palette)
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{
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if (gWeatherPtr->weatherPicSpritePalIndex > 16) // haven't allocated palette yet
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if ((gWeatherPtr->weatherPicSpritePalIndex = AllocSpritePalette(PALTAG_WEATHER_2)) > 16)
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return;
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if (gWeatherPtr->weatherPicSpritePalIndex > 16 // haven't allocated palette yet
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&& (gWeatherPtr->weatherPicSpritePalIndex = AllocSpritePalette(PALTAG_WEATHER_2)) > 16)
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return;
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LoadPalette(palette, OBJ_PLTT_ID(gWeatherPtr->weatherPicSpritePalIndex), PLTT_SIZE_4BPP);
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UpdateSpritePaletteWithWeather(gWeatherPtr->weatherPicSpritePalIndex, TRUE);
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}
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@ -1415,8 +1415,8 @@ void FogHorizontal_Main(void)
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CreateFogHorizontalSprites();
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if (gWeatherPtr->currWeather == WEATHER_FOG_HORIZONTAL)
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{
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Weather_SetTargetBlendCoeffs(12, 8, 3);
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UpdateShadowColor(RGB(15, 15, 15)); // Gray
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Weather_SetTargetBlendCoeffs(12, 8, 3);
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UpdateShadowColor(RGB(15, 15, 15)); // Gray
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}
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else
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{
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@ -1653,8 +1653,10 @@ void UpdatePalettesWithTime(u32 palettes)
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u32 mask = 1 << 16;
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if (palettes >= (1 << 16))
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for (i = 0; i < 16; i++, mask <<= 1)
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{
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if (IS_BLEND_IMMUNE_TAG(GetSpritePaletteTagByPaletteNum(i)))
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palettes &= ~(mask);
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}
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palettes &= PALETTES_MAP | PALETTES_OBJECTS; // Don't blend UI pals
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if (!palettes)
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@ -3955,7 +3955,7 @@ static void SetSpriteInvisibility(u8 spriteArrayId, bool8 invisible)
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static void HidePageSpecificSprites(void)
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{
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// Keeps POKéMON, caught ball and status sprites visible.
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// Keeps Pok<EFBFBD>mon, caught ball and status sprites visible.
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u8 i;
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for (i = SPRITE_ARR_ID_TYPE; i < ARRAY_COUNT(sMonSummaryScreen->spriteIds); i++)
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