Add some missing palette macro use
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@@ -224,7 +224,7 @@ static bool8 DrawAreaGlow(void)
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case 3:
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if (!FreeTempTileDataBuffersIfPossible())
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{
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CpuCopy32(sAreaGlow_Pal, &gPlttBufferUnfaded[GLOW_PALETTE * 16], sizeof(sAreaGlow_Pal));
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CpuCopy32(sAreaGlow_Pal, &gPlttBufferUnfaded[BG_PLTT_ID(GLOW_PALETTE)], sizeof(sAreaGlow_Pal));
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sPokedexAreaScreen->drawAreaGlowState++;
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}
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return TRUE;
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