Add some missing palette macro use
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@@ -298,7 +298,7 @@ void EvolutionScene(struct Pokemon *mon, u16 postEvoSpecies, bool8 canStopEvo, u
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gTasks[id].tEvoWasStopped = FALSE;
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gTasks[id].tPartyId = partyId;
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memcpy(&sEvoStructPtr->savedPalette, &gPlttBufferUnfaded[0x20], sizeof(sEvoStructPtr->savedPalette));
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memcpy(&sEvoStructPtr->savedPalette, &gPlttBufferUnfaded[BG_PLTT_ID(2)], sizeof(sEvoStructPtr->savedPalette));
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SetGpuReg(REG_OFFSET_DISPCNT, DISPCNT_OBJ_ON | DISPCNT_BG_ALL_ON | DISPCNT_OBJ_1D_MAP);
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@@ -741,7 +741,7 @@ static void Task_EvolutionScene(u8 taskId)
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if (IsSEPlaying())
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{
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m4aMPlayAllStop();
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memcpy(&gPlttBufferUnfaded[0x20], sEvoStructPtr->savedPalette, sizeof(sEvoStructPtr->savedPalette));
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memcpy(&gPlttBufferUnfaded[BG_PLTT_ID(2)], sEvoStructPtr->savedPalette, sizeof(sEvoStructPtr->savedPalette));
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RestoreBgAfterAnim();
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BeginNormalPaletteFade(0x1C, 0, 0x10, 0, RGB_BLACK);
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gTasks[taskId].tState++;
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@@ -1170,7 +1170,7 @@ static void Task_TradeEvolutionScene(u8 taskId)
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// Restore bg, do mon anim/cry
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Free(sBgAnimPal);
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EvoScene_DoMonAnimAndCry(sEvoStructPtr->postEvoSpriteId, gTasks[taskId].tPostEvoSpecies);
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memcpy(&gPlttBufferUnfaded[0x20], sEvoStructPtr->savedPalette, sizeof(sEvoStructPtr->savedPalette));
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memcpy(&gPlttBufferUnfaded[BG_PLTT_ID(2)], sEvoStructPtr->savedPalette, sizeof(sEvoStructPtr->savedPalette));
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gTasks[taskId].tState++;
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}
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break;
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