Static syms in field_weather_*
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@@ -1,8 +0,0 @@
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.include "asm/macros.inc"
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.include "constants/constants.inc"
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.syntax unified
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.text
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.align 2, 0 @ Don't pad with nop.
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+46
-46
@@ -40,32 +40,32 @@ struct WeatherCallbacks
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bool8 (*finish)(void);
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};
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EWRAM_DATA struct Weather gWeather = {};
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EWRAM_DATA u8 sFieldEffectPaletteGammaTypes[32] = {};
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EWRAM_DATA const u8 *sPaletteGammaTypes = NULL;
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EWRAM_DATA u16 gUnknown_20386A8 = 0;
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static EWRAM_DATA struct Weather gWeather = {};
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static EWRAM_DATA u8 sFieldEffectPaletteGammaTypes[32] = {};
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static EWRAM_DATA const u8 *sPaletteGammaTypes = NULL;
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static EWRAM_DATA u16 gUnknown_20386A8 = 0;
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void Task_WeatherMain(u8 taskId);
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void Task_WeatherInit(u8 taskId);
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void None_Init(void);
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void None_Main(void);
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bool8 None_Finish(void);
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void BuildGammaShiftTables(void);
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void UpdateWeatherGammaShift(void);
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void ApplyGammaShift(u8 startPalIndex, u8 numPalettes, s8 gammaIndex);
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void ApplyGammaShiftWithBlend(u8 startPalIndex, u8 numPalettes, s8 gammaIndex, u8 blendCoeff, u16 blendColor);
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void ApplyDroughtGammaShiftWithBlend(s8 gammaIndex, u8 blendCoeff, u16 blendColor);
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void FadeInScreenWithWeather(void);
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bool8 FadeInScreen_RainShowShade(void);
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bool8 FadeInScreen_Drought(void);
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bool8 FadeInScreen_FogHorizontal(void);
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void DoNothing(void);
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void ApplyFogBlend(u8 blendCoeff, u16 blendColor);
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bool8 LightenSpritePaletteInFog(u8 paletteIndex);
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static void Task_WeatherMain(u8 taskId);
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static void Task_WeatherInit(u8 taskId);
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static void None_Init(void);
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static void None_Main(void);
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static bool8 None_Finish(void);
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static void BuildGammaShiftTables(void);
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static void UpdateWeatherGammaShift(void);
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static void ApplyGammaShift(u8 startPalIndex, u8 numPalettes, s8 gammaIndex);
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static void ApplyGammaShiftWithBlend(u8 startPalIndex, u8 numPalettes, s8 gammaIndex, u8 blendCoeff, u16 blendColor);
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static void ApplyDroughtGammaShiftWithBlend(s8 gammaIndex, u8 blendCoeff, u16 blendColor);
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static void FadeInScreenWithWeather(void);
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static bool8 FadeInScreen_RainShowShade(void);
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static bool8 FadeInScreen_Drought(void);
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static bool8 FadeInScreen_FogHorizontal(void);
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static void DoNothing(void);
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static void ApplyFogBlend(u8 blendCoeff, u16 blendColor);
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static bool8 LightenSpritePaletteInFog(u8 paletteIndex);
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struct Weather *const gWeatherPtr = &gWeather;
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const struct WeatherCallbacks sWeatherFuncs[] = {
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static const struct WeatherCallbacks sWeatherFuncs[] = {
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{None_Init, None_Main, None_Init, None_Finish},
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{Clouds_InitVars, Clouds_Main, Clouds_InitAll, Clouds_Finish},
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{Sunny_InitVars, Sunny_Main, Sunny_InitAll, Sunny_Finish},
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@@ -83,14 +83,14 @@ const struct WeatherCallbacks sWeatherFuncs[] = {
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{Bubbles_InitVars, Bubbles_Main, Bubbles_InitAll, Bubbles_Finish},
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};
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void (*const gWeatherPalStateFuncs[])(void) = {
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static void (*const gWeatherPalStateFuncs[])(void) = {
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UpdateWeatherGammaShift,
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FadeInScreenWithWeather,
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DoNothing,
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DoNothing
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};
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const u8 sBasePaletteGammaTypes[32] = {
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static const u8 sBasePaletteGammaTypes[32] = {
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// background palettes
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GAMMA_NORMAL,
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GAMMA_NORMAL,
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@@ -196,7 +196,7 @@ void SetCurrentAndNextWeather(u8 weather)
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gWeatherPtr->nextWeather = weather;
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}
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void SetCurrentAndNextWeatherNoDelay(u8 weather)
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static void SetCurrentAndNextWeatherNoDelay(u8 weather)
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{
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PlayRainStoppingSoundEffect();
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gWeatherPtr->currWeather = weather;
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@@ -205,7 +205,7 @@ void SetCurrentAndNextWeatherNoDelay(u8 weather)
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gWeatherPtr->readyForInit = TRUE;
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}
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void Task_WeatherInit(u8 taskId)
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static void Task_WeatherInit(u8 taskId)
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{
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// Waits until it's ok to initialize weather.
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// When the screen fades in, this is set to TRUE.
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@@ -216,7 +216,7 @@ void Task_WeatherInit(u8 taskId)
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}
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}
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void Task_WeatherMain(u8 taskId)
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static void Task_WeatherMain(u8 taskId)
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{
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if (gWeatherPtr->currWeather != gWeatherPtr->nextWeather)
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{
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@@ -240,17 +240,17 @@ void Task_WeatherMain(u8 taskId)
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}
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void None_Init(void)
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static void None_Init(void)
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{
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gWeatherPtr->gammaTargetIndex = 0;
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gWeatherPtr->gammaStepDelay = 0;
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}
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void None_Main(void)
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static void None_Main(void)
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{
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}
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u8 None_Finish(void)
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static u8 None_Finish(void)
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{
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return 0;
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}
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@@ -258,7 +258,7 @@ u8 None_Finish(void)
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// Builds two tables that contain gamma shifts for palette colors.
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// It's unclear why the two tables aren't declared as const arrays, since
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// this function always builds the same two tables.
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void BuildGammaShiftTables(void)
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static void BuildGammaShiftTables(void)
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{
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u16 v0;
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u8 (*gammaTable)[32];
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@@ -327,7 +327,7 @@ void BuildGammaShiftTables(void)
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// When the weather is changing, it gradually updates the palettes
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// towards the desired gamma shift.
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void UpdateWeatherGammaShift(void)
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static void UpdateWeatherGammaShift(void)
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{
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if (gWeatherPtr->gammaIndex == gWeatherPtr->gammaTargetIndex)
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{
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@@ -348,7 +348,7 @@ void UpdateWeatherGammaShift(void)
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}
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}
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void FadeInScreenWithWeather(void)
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static void FadeInScreenWithWeather(void)
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{
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if (++gWeatherPtr->unknown_6CB > 1)
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gWeatherPtr->unknown_6CA = 0;
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@@ -394,7 +394,7 @@ void FadeInScreenWithWeather(void)
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}
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}
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bool8 FadeInScreen_RainShowShade(void)
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static bool8 FadeInScreen_RainShowShade(void)
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{
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if (gWeatherPtr->fadeScreenCounter == 16)
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return FALSE;
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@@ -410,7 +410,7 @@ bool8 FadeInScreen_RainShowShade(void)
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return TRUE;
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}
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bool8 FadeInScreen_Drought(void)
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static bool8 FadeInScreen_Drought(void)
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{
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if (gWeatherPtr->fadeScreenCounter == 16)
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return FALSE;
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@@ -426,7 +426,7 @@ bool8 FadeInScreen_Drought(void)
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return TRUE;
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}
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bool8 FadeInScreen_FogHorizontal(void)
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static bool8 FadeInScreen_FogHorizontal(void)
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{
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if (gWeatherPtr->fadeScreenCounter == 16)
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return FALSE;
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@@ -436,10 +436,10 @@ bool8 FadeInScreen_FogHorizontal(void)
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return TRUE;
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}
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void DoNothing(void)
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static void DoNothing(void)
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{ }
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void ApplyGammaShift(u8 startPalIndex, u8 numPalettes, s8 gammaIndex)
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static void ApplyGammaShift(u8 startPalIndex, u8 numPalettes, s8 gammaIndex)
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{
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u16 curPalIndex;
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u16 palOffset;
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@@ -523,7 +523,7 @@ void ApplyGammaShift(u8 startPalIndex, u8 numPalettes, s8 gammaIndex)
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}
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}
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void ApplyGammaShiftWithBlend(u8 startPalIndex, u8 numPalettes, s8 gammaIndex, u8 blendCoeff, u16 blendColor)
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static void ApplyGammaShiftWithBlend(u8 startPalIndex, u8 numPalettes, s8 gammaIndex, u8 blendCoeff, u16 blendColor)
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{
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u16 palOffset;
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u16 curPalIndex;
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@@ -574,7 +574,7 @@ void ApplyGammaShiftWithBlend(u8 startPalIndex, u8 numPalettes, s8 gammaIndex, u
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}
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}
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void ApplyDroughtGammaShiftWithBlend(s8 gammaIndex, u8 blendCoeff, u16 blendColor)
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static void ApplyDroughtGammaShiftWithBlend(s8 gammaIndex, u8 blendCoeff, u16 blendColor)
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{
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struct RGBColor color;
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u8 rBlend;
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@@ -623,7 +623,7 @@ void ApplyDroughtGammaShiftWithBlend(s8 gammaIndex, u8 blendCoeff, u16 blendColo
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}
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}
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void ApplyFogBlend(u8 blendCoeff, u16 blendColor)
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static void ApplyFogBlend(u8 blendCoeff, u16 blendColor)
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{
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struct RGBColor color;
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u8 rBlend;
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@@ -670,7 +670,7 @@ void ApplyFogBlend(u8 blendCoeff, u16 blendColor)
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}
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}
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void MarkFogSpritePalToLighten(u8 paletteIndex)
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static void MarkFogSpritePalToLighten(u8 paletteIndex)
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{
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if (gWeatherPtr->lightenedFogSpritePalsCount < 6)
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{
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@@ -679,7 +679,7 @@ void MarkFogSpritePalToLighten(u8 paletteIndex)
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}
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}
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bool8 LightenSpritePaletteInFog(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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@@ -899,7 +899,7 @@ void ApplyWeatherGammaShiftToPal(u8 paletteIndex)
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ApplyGammaShift(paletteIndex, 1, gWeatherPtr->gammaIndex);
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}
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u8 sub_80ABF20(void)
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static u8 sub_80ABF20(void)
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{
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if (gWeatherPtr->palProcessingState == WEATHER_PAL_STATE_SCREEN_FADING_IN)
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return gWeatherPtr->unknown_6CA;
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@@ -937,7 +937,7 @@ bool8 LoadDroughtWeatherPalettes(void)
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return FALSE;
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}
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void sub_807AC50(s8 gammaIndex)
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static void sub_807AC50(s8 gammaIndex)
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{
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sub_807A790(-gammaIndex - 1);
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}
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@@ -1042,7 +1042,7 @@ bool8 Weather_UpdateBlend(void)
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return FALSE;
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}
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void sub_807AF00(u8 a)
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static void sub_807AF00(u8 a)
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{
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switch (a)
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{
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@@ -3,8 +3,8 @@
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#include "overworld.h"
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#include "constants/weather.h"
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u8 TranslateWeatherNum(u8 weather);
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void UpdateRainCounter(u8 newWeather, u8 oldWeather);
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static u8 TranslateWeatherNum(u8 weather);
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static void UpdateRainCounter(u8 newWeather, u8 oldWeather);
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void SetSav1Weather(u32 weather)
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{
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@@ -66,7 +66,7 @@ const u8 sWeatherCycleRoute123[] =
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WEATHER_SUNNY,
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};
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u8 TranslateWeatherNum(u8 weather)
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static u8 TranslateWeatherNum(u8 weather)
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{
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switch (weather)
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{
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@@ -98,7 +98,7 @@ void UpdateWeatherPerDay(u16 increment)
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gSaveBlock1Ptr->weatherCycleStage = weatherStage;
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}
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void UpdateRainCounter(u8 newWeather, u8 oldWeather)
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static void UpdateRainCounter(u8 newWeather, u8 oldWeather)
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{
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if (newWeather != oldWeather
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&& (newWeather == WEATHER_RAIN || newWeather == WEATHER_RAIN_THUNDERSTORM))
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