Add some missing palette macro use
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+2
-2
@@ -4427,7 +4427,7 @@ static void SpriteCB_ReelTimePikachuAura(struct Sprite *sprite)
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u8 colors[] = {16, 0};
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if (sprite->sFlashPal && --sprite->sDelayTimer <= 0)
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{
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MultiplyInvertedPaletteRGBComponents((IndexOfSpritePaletteTag(PALTAG_PIKA_AURA) << 4) + 0x103, colors[sprite->sColorIdx], colors[sprite->sColorIdx], colors[sprite->sColorIdx]);
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MultiplyInvertedPaletteRGBComponents(OBJ_PLTT_ID(IndexOfSpritePaletteTag(PALTAG_PIKA_AURA)) + 3, colors[sprite->sColorIdx], colors[sprite->sColorIdx], colors[sprite->sColorIdx]);
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++sprite->sColorIdx;
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sprite->sColorIdx &= 1;
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sprite->sDelayTimer = sprite->sDelay;
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@@ -4442,7 +4442,7 @@ static void SetReelTimePikachuAuraFlashDelay(s16 delay)
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static void DestroyReelTimePikachuAuraSprites(void)
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{
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u8 i;
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MultiplyInvertedPaletteRGBComponents((IndexOfSpritePaletteTag(PALTAG_PIKA_AURA) << 4) + 0x103, 0, 0, 0);
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MultiplyInvertedPaletteRGBComponents(OBJ_PLTT_ID(IndexOfSpritePaletteTag(PALTAG_PIKA_AURA)) + 3, 0, 0, 0);
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for (i = 0; i < ARRAY_COUNT(sSlotMachine->reelTimePikachuAuraSpriteIds); i++)
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DestroySprite(&gSprites[sSlotMachine->reelTimePikachuAuraSpriteIds[i]]);
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}
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