Document drought weather effect
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+11
-11
@@ -35,8 +35,8 @@ struct Weather
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u8 fadeScreenCounter;
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bool8 readyForInit;
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u8 taskId;
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u8 unknown_6CA;
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u8 unknown_6CB;
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u8 fade_in_active;
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u8 fade_in_counter;
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u16 initStep;
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u16 finishStep;
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u8 currWeather;
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@@ -100,10 +100,10 @@ struct Weather
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u8 blendUpdateCounter;
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u8 blendFrameCounter;
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u8 blendDelay;
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s16 unknown_73C;
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s16 unknown_73E;
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s16 unknown_740;
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s16 unknown_742;
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s16 droughtBrightnessStage;
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s16 droughtLastBrightnessStage;
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s16 droughtTimer;
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s16 droughtState;
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u8 filler_744[0xD-4];
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s8 loadDroughtPalsIndex;
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u8 loadDroughtPalsOffset;
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@@ -123,7 +123,7 @@ void SlightlyDarkenPalsInWeather(u16 *, u16 *, u32);
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void PlayRainStoppingSoundEffect(void);
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bool8 IsWeatherNotFadingIn(void);
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void SetWeatherScreenFadeOut(void);
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void sub_807B070(void);
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void WeatherProcessingIdle(void);
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u8 GetCurrentWeather(void);
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void delay(u8, u8, u32);
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void UpdateSpritePaletteWithWeather(u8 palIdx);
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@@ -138,11 +138,11 @@ bool8 Weather_UpdateBlend(void);
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void LoadCustomWeatherSpritePalette(const u16 *palette);
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void ResetDroughtWeatherPaletteLoading(void);
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bool8 LoadDroughtWeatherPalettes(void);
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void sub_807AC60(void);
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void sub_807AC98(void);
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void DroughtStateInit(void);
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void DroughtStateRun(void);
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void SetRainStrengthFromSoundEffect(u16 soundEffect);
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void sub_807A790(s8 gammaIndex);
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void sub_807A7C4(u8 gammaIndex, u8 gammaTargetIndex, u8 gammaStepDelay);
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void WeatherShiftGammaIfPalStateIdle(s8 gammaIndex);
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void WeatherBeginGammaFade(u8 gammaIndex, u8 gammaTargetIndex, u8 gammaStepDelay);
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void ApplyWeatherGammaShiftToPal(u8 paletteIndex);
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void StartWeather(void);
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void ResumePausedWeather(void);
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+1
-1
@@ -4330,7 +4330,7 @@ extern const u32 gSubstituteDollPal[];
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// ice
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extern const u8 gWeatherFogHorizontalTiles[];
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extern const u32 gBattleAnimFogTilemap[];
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extern const u16 gUnknown_83C2CE0[];
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extern const u16 gDefaultWeatherSpritePalette[];
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// party_menu
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extern const u32 gPartyMenuPokeball_Gfx[];
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