Add some missing palette macro use
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@@ -619,7 +619,7 @@ static void AnimAuroraBeamRings_Step(struct Sprite *sprite)
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void AnimTask_RotateAuroraRingColors(u8 taskId)
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{
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gTasks[taskId].data[0] = gBattleAnimArgs[0];
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gTasks[taskId].data[2] = IndexOfSpritePaletteTag(ANIM_TAG_RAINBOW_RINGS) * 16 + 256;
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gTasks[taskId].data[2] = OBJ_PLTT_ID(IndexOfSpritePaletteTag(ANIM_TAG_RAINBOW_RINGS));
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gTasks[taskId].func = AnimTask_RotateAuroraRingColors_Step;
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}
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@@ -887,12 +887,12 @@ static void AnimTask_CreateSurfWave_Step1(u8 taskId)
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gTasks[taskId].data[2] += gTasks[taskId].data[1];
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if (++gTasks[taskId].data[5] == 4)
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{
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rgbBuffer = gPlttBufferFaded[animBg.paletteId * 16 + 7];
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rgbBuffer = gPlttBufferFaded[BG_PLTT_ID(animBg.paletteId) + 7];
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for (i = 6; i != 0; i--)
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{
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gPlttBufferFaded[animBg.paletteId * 16 + 1 + i] = gPlttBufferFaded[animBg.paletteId * 16 + 1 + i - 1]; // 1 + i - 1 is needed to match for some bizarre reason
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gPlttBufferFaded[BG_PLTT_ID(animBg.paletteId) + 1 + i] = gPlttBufferFaded[BG_PLTT_ID(animBg.paletteId) + 1 + i - 1]; // 1 + i - 1 is needed to match for some bizarre reason
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}
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gPlttBufferFaded[animBg.paletteId * 16 + 1] = rgbBuffer;
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gPlttBufferFaded[BG_PLTT_ID(animBg.paletteId) + 1] = rgbBuffer;
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gTasks[taskId].data[5] = 0;
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}
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if (++gTasks[taskId].data[6] > 1)
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