Add some missing palette macro use
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@@ -52,8 +52,8 @@ static void StartSweetScentFieldEffect(void)
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u8 taskId;
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PlaySE(SE_M_SWEET_SCENT);
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CpuFastSet(gPlttBufferUnfaded, gPaletteDecompressionBuffer, 0x100);
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CpuFastSet(gPlttBufferFaded, gPlttBufferUnfaded, 0x100);
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CpuFastCopy(gPlttBufferUnfaded, gPaletteDecompressionBuffer, PLTT_SIZE);
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CpuFastCopy(gPlttBufferFaded, gPlttBufferUnfaded, PLTT_SIZE);
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BeginNormalPaletteFade(~(1 << (gSprites[GetPlayerAvatarSpriteId()].oam.paletteNum + 16)), 4, 0, 8, RGB_RED);
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taskId = CreateTask(TrySweetScentEncounter, 0);
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gTasks[taskId].data[0] = 0;
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@@ -91,7 +91,7 @@ static void FailSweetScentEncounter(u8 taskId)
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{
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if (!gPaletteFade.active)
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{
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CpuFastSet(gPaletteDecompressionBuffer, gPlttBufferUnfaded, 0x100);
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CpuFastCopy(gPaletteDecompressionBuffer, gPlttBufferUnfaded, PLTT_SIZE);
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SetWeatherPalStateIdle();
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ScriptContext_SetupScript(EventScript_FailSweetScent);
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DestroyTask(taskId);
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