BeginNormalPaletteFade PALETTES_ALL documentation
This commit is contained in:
+21
-21
@@ -881,7 +881,7 @@ void CB2_InitTradeAnim_LinkTrade(void)
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gMain.state++;
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break;
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case 10:
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 16, 0, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, 0, 16, 0, RGB_BLACK);
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ShowBg(0);
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sTradeData->monSpecies[0] = GetMonData(&gPlayerParty[gSelectedTradeMonPositions[0]], MON_DATA_SPECIES2);
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sTradeData->monSpecies[1] = GetMonData(&gEnemyParty[gSelectedTradeMonPositions[1] % 6], MON_DATA_SPECIES2);
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@@ -1322,7 +1322,7 @@ static bool8 DoTradeAnim_Cable(void)
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// The game waits here for the sprite to finish its animation sequence.
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break;
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case 14:
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 0, 16, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB_BLACK);
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sTradeData->state = 20;
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break;
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case 20:
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@@ -1335,7 +1335,7 @@ static bool8 DoTradeAnim_Cable(void)
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}
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break;
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case 21:
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BeginNormalPaletteFade(0xFFFFFFFF, -1, 16, 0, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, -1, 16, 0, RGB_BLACK);
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sTradeData->state++;
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break;
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case 22:
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@@ -1412,7 +1412,7 @@ static bool8 DoTradeAnim_Cable(void)
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}
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break;
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case 29:
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BeginNormalPaletteFade(0xFFFFFFFF, -1, 0, 16, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, -1, 0, 16, RGB_BLACK);
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sTradeData->state = 30;
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break;
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case 30:
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@@ -1425,7 +1425,7 @@ static bool8 DoTradeAnim_Cable(void)
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}
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break;
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case 31:
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BeginNormalPaletteFade(0xFFFFFFFF, -1, 16, 0, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, -1, 16, 0, RGB_BLACK);
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sTradeData->tradeGlow1SpriteId = CreateSprite(&sGlowBallSpriteTemplate, 111, 170, 0);
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sTradeData->gbaScreenSpriteId = CreateSprite(&sGlowBallSpriteTemplate, 129, -10, 0);
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sTradeData->state++;
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@@ -1504,7 +1504,7 @@ static bool8 DoTradeAnim_Cable(void)
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gSprites[sTradeData->gbaScreenSpriteId].y2 += 3;
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if (gSprites[sTradeData->tradeGlow1SpriteId].y2 <= -222)
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{
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BeginNormalPaletteFade(0xFFFFFFFF, -1, 0, 16, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, -1, 0, 16, RGB_BLACK);
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sTradeData->state++;
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DestroySprite(&gSprites[sTradeData->tradeGlow1SpriteId]);
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DestroySprite(&gSprites[sTradeData->gbaScreenSpriteId]);
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@@ -1522,7 +1522,7 @@ static bool8 DoTradeAnim_Cable(void)
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}
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break;
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case 41:
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BeginNormalPaletteFade(0xFFFFFFFF, -1, 16, 0, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, -1, 16, 0, RGB_BLACK);
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sTradeData->state++;
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break;
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case 42:
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@@ -1600,7 +1600,7 @@ static bool8 DoTradeAnim_Cable(void)
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sTradeData->sXY = 0x8000 / sTradeData->bg2Zoom;
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break;
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case 52:
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 0, 16, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB_BLACK);
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sTradeData->state = 60;
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break;
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@@ -1615,7 +1615,7 @@ static bool8 DoTradeAnim_Cable(void)
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break;
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case 61:
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gPaletteFade.bufferTransferDisabled = FALSE;
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 16, 0, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, 0, 16, 0, RGB_BLACK);
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sTradeData->state++;
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break;
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case 62:
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@@ -1733,7 +1733,7 @@ static bool8 DoTradeAnim_Cable(void)
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sTradeData->state++;
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break;
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case 73:
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 0, 16, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB_BLACK);
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sTradeData->state++;
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break;
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case 74:
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@@ -1819,7 +1819,7 @@ static bool8 DoTradeAnim_Wireless(void)
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// The game waits here for the sprite to finish its animation sequence.
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break;
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case 14:
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 0, 16, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB_BLACK);
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sTradeData->state = 20;
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break;
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case 20:
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@@ -1832,7 +1832,7 @@ static bool8 DoTradeAnim_Wireless(void)
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}
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break;
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case 21:
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BeginNormalPaletteFade(0xFFFFFFFF, -1, 16, 0, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, -1, 16, 0, RGB_BLACK);
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sTradeData->state++;
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break;
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case 22:
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@@ -1914,7 +1914,7 @@ static bool8 DoTradeAnim_Wireless(void)
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}
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break;
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case 29:
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BeginNormalPaletteFade(0xFFFFFFFF, -1, 0, 16, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, -1, 0, 16, RGB_BLACK);
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sTradeData->state = 30;
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break;
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case 30:
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@@ -1927,7 +1927,7 @@ static bool8 DoTradeAnim_Wireless(void)
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}
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break;
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case 31:
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BeginNormalPaletteFade(0xFFFFFFFF, -1, 16, 0, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, -1, 16, 0, RGB_BLACK);
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sTradeData->tradeGlow1SpriteId = CreateSprite(&sGlowBallSpriteTemplate, 111, 170, 0);
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sTradeData->gbaScreenSpriteId = CreateSprite(&sGlowBallSpriteTemplate, 129, -10, 0);
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sTradeData->state++;
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@@ -2007,7 +2007,7 @@ static bool8 DoTradeAnim_Wireless(void)
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gSprites[sTradeData->gbaScreenSpriteId].y2 += 3;
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if (gSprites[sTradeData->tradeGlow1SpriteId].y2 <= -222)
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{
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BeginNormalPaletteFade(0xFFFFFFFF, -1, 0, 16, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, -1, 0, 16, RGB_BLACK);
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sTradeData->state++;
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DestroySprite(&gSprites[sTradeData->tradeGlow1SpriteId]);
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DestroySprite(&gSprites[sTradeData->gbaScreenSpriteId]);
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@@ -2028,7 +2028,7 @@ static bool8 DoTradeAnim_Wireless(void)
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}
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break;
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case 41:
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BeginNormalPaletteFade(0xFFFFFFFF, -1, 16, 0, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, -1, 16, 0, RGB_BLACK);
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sTradeData->state++;
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break;
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case 42:
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@@ -2121,7 +2121,7 @@ static bool8 DoTradeAnim_Wireless(void)
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sTradeData->sXY = 0x8000 / sTradeData->bg2Zoom;
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break;
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case 52:
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 0, 16, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB_BLACK);
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sTradeData->state = 60;
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break;
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@@ -2136,7 +2136,7 @@ static bool8 DoTradeAnim_Wireless(void)
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break;
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case 61:
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gPaletteFade.bufferTransferDisabled = FALSE;
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 16, 0, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, 0, 16, 0, RGB_BLACK);
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sTradeData->state++;
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break;
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case 62:
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@@ -2254,7 +2254,7 @@ static bool8 DoTradeAnim_Wireless(void)
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sTradeData->state++;
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break;
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case 73:
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 0, 16, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB_BLACK);
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sTradeData->state++;
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break;
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case 74:
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@@ -2656,7 +2656,7 @@ static void CB2_HandleTradeEnded(void)
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case 6:
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if (IsLinkTaskFinished())
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{
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 0, 16, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB_BLACK);
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gMain.state ++;
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}
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break;
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@@ -2730,7 +2730,7 @@ void DoInGameTradeScene(void)
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{
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ScriptContext2_Enable();
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CreateTask(Task_WaitFadeAndStartInGameTradeAnim, 10);
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 0, 16, RGB_BLACK);
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BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB_BLACK);
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HelpSystem_Disable();
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}
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