Add some missing palette macro use
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+2
-2
@@ -1167,7 +1167,7 @@ static void QueueAnimTiles_BattlePyramid_StatueShadow(u16 timer)
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static void BlendAnimPalette_BattleDome_FloorLights(u16 timer)
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{
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CpuCopy16(sTilesetAnims_BattleDomeFloorLightPals[timer % ARRAY_COUNT(sTilesetAnims_BattleDomeFloorLightPals)], &gPlttBufferUnfaded[0x80], 32);
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CpuCopy16(sTilesetAnims_BattleDomeFloorLightPals[timer % ARRAY_COUNT(sTilesetAnims_BattleDomeFloorLightPals)], &gPlttBufferUnfaded[BG_PLTT_ID(8)], PLTT_SIZE_4BPP);
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BlendPalette(BG_PLTT_ID(8), 16, gPaletteFade.y, gPaletteFade.blendColor & 0x7FFF);
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if ((u8)FindTaskIdByFunc(Task_BattleTransition_Intro) != TASK_NONE)
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{
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@@ -1178,7 +1178,7 @@ static void BlendAnimPalette_BattleDome_FloorLights(u16 timer)
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static void BlendAnimPalette_BattleDome_FloorLightsNoBlend(u16 timer)
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{
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CpuCopy16(sTilesetAnims_BattleDomeFloorLightPals[timer % ARRAY_COUNT(sTilesetAnims_BattleDomeFloorLightPals)], &gPlttBufferUnfaded[0x80], 32);
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CpuCopy16(sTilesetAnims_BattleDomeFloorLightPals[timer % ARRAY_COUNT(sTilesetAnims_BattleDomeFloorLightPals)], &gPlttBufferUnfaded[BG_PLTT_ID(8)], PLTT_SIZE_4BPP);
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if ((u8)FindTaskIdByFunc(Task_BattleTransition_Intro) == TASK_NONE)
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{
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BlendPalette(BG_PLTT_ID(8), 16, gPaletteFade.y, gPaletteFade.blendColor & 0x7FFF);
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