Add some missing palette macro use
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@@ -3963,7 +3963,7 @@ static void AnimProtect(struct Sprite *sprite)
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sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimAttacker);
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sprite->data[0] = gBattleAnimArgs[2];
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sprite->data[2] = (IndexOfSpritePaletteTag(ANIM_TAG_PROTECT) << 4) + 0x100;
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sprite->data[2] = OBJ_PLTT_ID(IndexOfSpritePaletteTag(ANIM_TAG_PROTECT));
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sprite->data[7] = 16;
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SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND);
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(16 - sprite->data[7], sprite->data[7]));
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@@ -5251,7 +5251,7 @@ void AnimTask_MusicNotesRainbowBlend(u8 taskId)
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index = IndexOfSpritePaletteTag(gParticlesColorBlendTable[0][0]);
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if (index != 0xFF)
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{
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index = (index << 4) + 0x100;
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index = OBJ_PLTT_ID(index);
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for (i = 1; i < ARRAY_COUNT(gParticlesColorBlendTable[0]); i++)
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gPlttBufferFaded[index + i] = gParticlesColorBlendTable[0][i];
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}
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@@ -5261,7 +5261,7 @@ void AnimTask_MusicNotesRainbowBlend(u8 taskId)
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index = AllocSpritePalette(gParticlesColorBlendTable[j][0]);
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if (index != 0xFF)
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{
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index = (index << 4) + 0x100;
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index = OBJ_PLTT_ID(index);
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for (i = 1; i < ARRAY_COUNT(gParticlesColorBlendTable[0]); i++)
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gPlttBufferFaded[index + i] = gParticlesColorBlendTable[j][i];
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}
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