Add some missing palette macro use

This commit is contained in:
GriffinR
2023-05-23 13:16:18 -04:00
parent 8c537ccd72
commit 14f7e49099
67 changed files with 270 additions and 294 deletions
+3 -3
View File
@@ -52,8 +52,8 @@ static void StartSweetScentFieldEffect(void)
u8 taskId;
PlaySE(SE_M_SWEET_SCENT);
CpuFastSet(gPlttBufferUnfaded, gPaletteDecompressionBuffer, 0x100);
CpuFastSet(gPlttBufferFaded, gPlttBufferUnfaded, 0x100);
CpuFastCopy(gPlttBufferUnfaded, gPaletteDecompressionBuffer, PLTT_SIZE);
CpuFastCopy(gPlttBufferFaded, gPlttBufferUnfaded, PLTT_SIZE);
BeginNormalPaletteFade(~(1 << (gSprites[GetPlayerAvatarSpriteId()].oam.paletteNum + 16)), 4, 0, 8, RGB_RED);
taskId = CreateTask(TrySweetScentEncounter, 0);
gTasks[taskId].data[0] = 0;
@@ -91,7 +91,7 @@ static void FailSweetScentEncounter(u8 taskId)
{
if (!gPaletteFade.active)
{
CpuFastSet(gPaletteDecompressionBuffer, gPlttBufferUnfaded, 0x100);
CpuFastCopy(gPaletteDecompressionBuffer, gPlttBufferUnfaded, PLTT_SIZE);
SetWeatherPalStateIdle();
ScriptContext_SetupScript(EventScript_FailSweetScent);
DestroyTask(taskId);