Update old weather names in field_weather_effect
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+24
-24
@@ -56,7 +56,7 @@ static void ApplyDroughtGammaShiftWithBlend(s8 gammaIndex, u8 blendCoeff, u16 bl
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static void ApplyFogBlend(u8 blendCoeff, u16 blendColor);
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static bool8 FadeInScreen_RainShowShade(void);
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static bool8 FadeInScreen_Drought(void);
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static bool8 FadeInScreen_Fog1(void);
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static bool8 FadeInScreen_FogHorizontal(void);
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static void FadeInScreenWithWeather(void);
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static void DoNothing(void);
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static void Task_WeatherInit(u8 taskId);
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@@ -89,29 +89,29 @@ struct Weather *const gWeatherPtr = &gWeather;
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static const struct WeatherCallbacks sWeatherFuncs[] =
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{
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{None_Init, None_Main, None_Init, None_Finish},
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{Clouds_InitVars, Clouds_Main, Clouds_InitAll, Clouds_Finish},
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{Sunny_InitVars, Sunny_Main, Sunny_InitAll, Sunny_Finish},
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{LightRain_InitVars, LightRain_Main, LightRain_InitAll, LightRain_Finish},
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{Snow_InitVars, Snow_Main, Snow_InitAll, Snow_Finish},
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{MedRain_InitVars, Rain_Main, MedRain_InitAll, Rain_Finish},
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{Fog1_InitVars, Fog1_Main, Fog1_InitAll, Fog1_Finish},
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{Ash_InitVars, Ash_Main, Ash_InitAll, Ash_Finish},
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{Sandstorm_InitVars, Sandstorm_Main, Sandstorm_InitAll, Sandstorm_Finish},
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{Fog2_InitVars, Fog2_Main, Fog2_InitAll, Fog2_Finish},
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{Fog1_InitVars, Fog1_Main, Fog1_InitAll, Fog1_Finish},
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{Shade_InitVars, Shade_Main, Shade_InitAll, Shade_Finish},
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{Drought_InitVars, Drought_Main, Drought_InitAll, Drought_Finish},
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{HeavyRain_InitVars, Rain_Main, HeavyRain_InitAll, Rain_Finish},
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{Bubbles_InitVars, Bubbles_Main, Bubbles_InitAll, Bubbles_Finish},
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[WEATHER_NONE] = {None_Init, None_Main, None_Init, None_Finish},
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[WEATHER_SUNNY_CLOUDS] = {Clouds_InitVars, Clouds_Main, Clouds_InitAll, Clouds_Finish},
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[WEATHER_SUNNY] = {Sunny_InitVars, Sunny_Main, Sunny_InitAll, Sunny_Finish},
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[WEATHER_RAIN] = {Rain_InitVars, Rain_Main, Rain_InitAll, Rain_Finish},
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[WEATHER_SNOW] = {Snow_InitVars, Snow_Main, Snow_InitAll, Snow_Finish},
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[WEATHER_RAIN_THUNDERSTORM] = {Thunderstorm_InitVars, Thunderstorm_Main, Thunderstorm_InitAll, Thunderstorm_Finish},
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[WEATHER_FOG_HORIZONTAL] = {FogHorizontal_InitVars, FogHorizontal_Main, FogHorizontal_InitAll, FogHorizontal_Finish},
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[WEATHER_VOLCANIC_ASH] = {Ash_InitVars, Ash_Main, Ash_InitAll, Ash_Finish},
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[WEATHER_SANDSTORM] = {Sandstorm_InitVars, Sandstorm_Main, Sandstorm_InitAll, Sandstorm_Finish},
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[WEATHER_FOG_DIAGONAL] = {FogDiagonal_InitVars, FogDiagonal_Main, FogDiagonal_InitAll, FogDiagonal_Finish},
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[WEATHER_UNDERWATER] = {FogHorizontal_InitVars, FogHorizontal_Main, FogHorizontal_InitAll, FogHorizontal_Finish},
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[WEATHER_SHADE] = {Shade_InitVars, Shade_Main, Shade_InitAll, Shade_Finish},
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[WEATHER_DROUGHT] = {Drought_InitVars, Drought_Main, Drought_InitAll, Drought_Finish},
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[WEATHER_DOWNPOUR] = {Downpour_InitVars, Thunderstorm_Main, Downpour_InitAll, Thunderstorm_Finish},
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[WEATHER_UNDERWATER_BUBBLES] = {Bubbles_InitVars, Bubbles_Main, Bubbles_InitAll, Bubbles_Finish},
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};
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void (*const gWeatherPalStateFuncs[])(void) =
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{
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UpdateWeatherGammaShift, // WEATHER_PAL_STATE_CHANGING_WEATHER
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FadeInScreenWithWeather, // WEATHER_PAL_STATE_SCREEN_FADING_IN
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DoNothing, // WEATHER_PAL_STATE_SCREEN_FADING_OUT
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DoNothing, // WEATHER_PAL_STATE_IDLE
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[WEATHER_PAL_STATE_CHANGING_WEATHER] = UpdateWeatherGammaShift,
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[WEATHER_PAL_STATE_SCREEN_FADING_IN] = FadeInScreenWithWeather,
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[WEATHER_PAL_STATE_SCREEN_FADING_OUT] = DoNothing,
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[WEATHER_PAL_STATE_IDLE] = DoNothing,
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};
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// This table specifies which of the gamma shift tables should be
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@@ -171,8 +171,8 @@ void StartWeather(void)
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gWeatherPtr->cloudSpritesCreated = 0;
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gWeatherPtr->snowflakeSpriteCount = 0;
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gWeatherPtr->ashSpritesCreated = 0;
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gWeatherPtr->fog1SpritesCreated = 0;
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gWeatherPtr->fog2SpritesCreated = 0;
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gWeatherPtr->fogHSpritesCreated = 0;
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gWeatherPtr->fogDSpritesCreated = 0;
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gWeatherPtr->sandstormSpritesCreated = 0;
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gWeatherPtr->sandstormSwirlSpritesCreated = 0;
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gWeatherPtr->bubblesSpritesCreated = 0;
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@@ -390,7 +390,7 @@ static void FadeInScreenWithWeather(void)
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}
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break;
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case WEATHER_FOG_HORIZONTAL:
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if (FadeInScreen_Fog1() == FALSE)
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if (FadeInScreen_FogHorizontal() == FALSE)
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{
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gWeatherPtr->gammaIndex = 0;
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gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
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@@ -442,7 +442,7 @@ static bool8 FadeInScreen_Drought(void)
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return TRUE;
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}
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static bool8 FadeInScreen_Fog1(void)
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static bool8 FadeInScreen_FogHorizontal(void)
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{
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if (gWeatherPtr->fadeScreenCounter == 16)
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return FALSE;
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