Update old weather names in field_weather_effect
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@@ -5,14 +5,14 @@
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#define WEATHER_SUNNY_CLOUDS 1
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#define WEATHER_SUNNY 2
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#define WEATHER_RAIN 3
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#define WEATHER_SNOW 4
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#define WEATHER_SNOW 4 // Unused
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#define WEATHER_RAIN_THUNDERSTORM 5
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#define WEATHER_FOG_HORIZONTAL 6
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#define WEATHER_VOLCANIC_ASH 7
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#define WEATHER_SANDSTORM 8
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#define WEATHER_FOG_DIAGONAL 9
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#define WEATHER_UNDERWATER 10
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#define WEATHER_SHADE 11 // original name was closer to WEATHER_CLOUDY/OVERCAST
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#define WEATHER_FOG_DIAGONAL 9 // Unused
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#define WEATHER_UNDERWATER 10 // Unused
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#define WEATHER_SHADE 11 // Original name was closer to WEATHER_CLOUDY/OVERCAST
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#define WEATHER_DROUGHT 12
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#define WEATHER_DOWNPOUR 13
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#define WEATHER_UNDERWATER_BUBBLES 14
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@@ -3,13 +3,13 @@
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#include "sprite.h"
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#define MAX_RAIN_SPRITES 24
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#define NUM_CLOUD_SPRITES 3
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#define NUM_FOG1_SPRITES 20
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#define NUM_ASH_SPRITES 20
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#define NUM_FOG2_SPRITES 20
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#define NUM_SANDSTORM_SPRITES 20
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#define NUM_SWIRL_SANDSTORM_SPRITES 5
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#define MAX_RAIN_SPRITES 24
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#define NUM_CLOUD_SPRITES 3
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#define NUM_FOG_HORIZONTAL_SPRITES 20
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#define NUM_ASH_SPRITES 20
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#define NUM_FOG_DIAGONAL_SPRITES 20
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#define NUM_SANDSTORM_SPRITES 20
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#define NUM_SWIRL_SANDSTORM_SPRITES 5
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// Controls how the weather should be changing the screen palettes.
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enum
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@@ -42,9 +42,9 @@ struct Weather
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struct
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{
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u8 filler0[0xA0];
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struct Sprite *fog1Sprites[NUM_FOG1_SPRITES];
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struct Sprite *fogHSprites[NUM_FOG_HORIZONTAL_SPRITES];
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struct Sprite *ashSprites[NUM_ASH_SPRITES];
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struct Sprite *fog2Sprites[NUM_FOG2_SPRITES];
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struct Sprite *fogDSprites[NUM_FOG_DIAGONAL_SPRITES];
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struct Sprite *sandstormSprites1[NUM_SANDSTORM_SPRITES];
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struct Sprite *sandstormSprites2[NUM_SWIRL_SANDSTORM_SPRITES];
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} s2;
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@@ -75,7 +75,7 @@ struct Weather
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u8 targetRainSpriteCount;
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u8 rainSpriteCount;
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u8 rainSpriteVisibleDelay;
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u8 isHeavyRain;
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u8 isDownpour;
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u8 rainStrength;
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/*0x6DE*/ u8 cloudSpritesCreated;
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u8 filler_6DF[1];
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@@ -89,12 +89,12 @@ struct Weather
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u8 unknown_6EB;
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u8 unknown_6EC;
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u8 thunderTriggered;
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u16 fog1ScrollPosX;
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u16 fog1ScrollCounter;
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u16 fog1ScrollOffset;
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u16 fogHScrollPosX;
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u16 fogHScrollCounter;
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u16 fogHScrollOffset;
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u8 lightenedFogSpritePals[6];
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u8 lightenedFogSpritePalsCount;
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u8 fog1SpritesCreated;
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u8 fogHSpritesCreated;
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u16 ashBaseSpritesX;
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u16 unknown_6FE;
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u8 ashSpritesCreated;
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@@ -108,13 +108,13 @@ struct Weather
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u16 sandstormWaveCounter;
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u8 sandstormSpritesCreated;
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u8 sandstormSwirlSpritesCreated;
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u16 fog2BaseSpritesX;
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u16 fog2PosY;
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u16 fog2ScrollXCounter;
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u16 fog2ScrollYCounter;
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u16 fog2XOffset;
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u16 fog2YOffset;
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u8 fog2SpritesCreated;
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u16 fogDBaseSpritesX;
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u16 fogDPosY;
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u16 fogDScrollXCounter;
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u16 fogDScrollYCounter;
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u16 fogDXOffset;
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u16 fogDYOffset;
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u8 fogDSpritesCreated;
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u8 filler_725[1];
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u16 bubblesDelayCounter;
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u16 bubblesDelayIndex;
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@@ -145,7 +145,7 @@ extern struct Weather *const gWeatherPtr;
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extern const u16 gUnknown_083970E8[];
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// field_weather_effect.c
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extern const u8 gWeatherFog1Tiles[];
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extern const u8 gWeatherFogHorizontalTiles[];
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void StartWeather(void);
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void SetNextWeather(u8 weather);
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@@ -186,22 +186,22 @@ void Sunny_InitVars(void);
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void Sunny_Main(void);
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void Sunny_InitAll(void);
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bool8 Sunny_Finish(void);
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void LightRain_InitVars(void);
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void LightRain_Main(void);
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void LightRain_InitAll(void);
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bool8 LightRain_Finish(void);
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void Rain_InitVars(void);
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void Rain_Main(void);
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void Rain_InitAll(void);
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bool8 Rain_Finish(void);
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void Snow_InitVars(void);
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void Snow_Main(void);
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void Snow_InitAll(void);
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bool8 Snow_Finish(void);
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void MedRain_InitVars(void);
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void Rain_Main(void);
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void MedRain_InitAll(void);
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bool8 Rain_Finish(void);
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void Fog1_InitVars(void);
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void Fog1_Main(void);
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void Fog1_InitAll(void);
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bool8 Fog1_Finish(void);
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void Thunderstorm_InitVars(void);
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void Thunderstorm_Main(void);
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void Thunderstorm_InitAll(void);
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bool8 Thunderstorm_Finish(void);
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void FogHorizontal_InitVars(void);
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void FogHorizontal_Main(void);
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void FogHorizontal_InitAll(void);
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bool8 FogHorizontal_Finish(void);
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void Ash_InitVars(void);
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void Ash_Main(void);
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void Ash_InitAll(void);
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@@ -210,14 +210,10 @@ void Sandstorm_InitVars(void);
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void Sandstorm_Main(void);
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void Sandstorm_InitAll(void);
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bool8 Sandstorm_Finish(void);
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void Fog2_InitVars(void);
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void Fog2_Main(void);
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void Fog2_InitAll(void);
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bool8 Fog2_Finish(void);
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void Fog1_InitVars(void);
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void Fog1_Main(void);
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void Fog1_InitAll(void);
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bool8 Fog1_Finish(void);
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void FogDiagonal_InitVars(void);
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void FogDiagonal_Main(void);
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void FogDiagonal_InitAll(void);
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bool8 FogDiagonal_Finish(void);
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void Shade_InitVars(void);
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void Shade_Main(void);
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void Shade_InitAll(void);
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@@ -226,10 +222,8 @@ void Drought_InitVars(void);
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void Drought_Main(void);
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void Drought_InitAll(void);
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bool8 Drought_Finish(void);
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void HeavyRain_InitVars(void);
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void Rain_Main(void);
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void HeavyRain_InitAll(void);
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bool8 Rain_Finish(void);
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void Downpour_InitVars(void);
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void Downpour_InitAll(void);
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void Bubbles_InitVars(void);
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void Bubbles_Main(void);
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void Bubbles_InitAll(void);
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