gBattleTerrainTable -> sBattleTerrainTable
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+9
-9
@@ -598,7 +598,7 @@ const struct WindowTemplate * const gBattleWindowTemplates[] =
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[B_WIN_TYPE_ARENA] = gBattleArenaWindowTemplates,
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[B_WIN_TYPE_ARENA] = gBattleArenaWindowTemplates,
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};
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};
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static const struct BattleBackground gBattleTerrainTable[] =
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static const struct BattleBackground sBattleTerrainTable[] =
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{
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{
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[BATTLE_TERRAIN_GRASS] =
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[BATTLE_TERRAIN_GRASS] =
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{
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{
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@@ -807,9 +807,9 @@ void DrawMainBattleBackground(void)
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{
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{
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default:
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default:
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case MAP_BATTLE_SCENE_NORMAL:
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case MAP_BATTLE_SCENE_NORMAL:
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LZDecompressVram(gBattleTerrainTable[gBattleTerrain].tileset, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(sBattleTerrainTable[gBattleTerrain].tileset, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTable[gBattleTerrain].tilemap, (void*)(BG_SCREEN_ADDR(26)));
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LZDecompressVram(sBattleTerrainTable[gBattleTerrain].tilemap, (void*)(BG_SCREEN_ADDR(26)));
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LoadCompressedPalette(gBattleTerrainTable[gBattleTerrain].palette, 0x20, 0x60);
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LoadCompressedPalette(sBattleTerrainTable[gBattleTerrain].palette, 0x20, 0x60);
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break;
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break;
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case MAP_BATTLE_SCENE_GYM:
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case MAP_BATTLE_SCENE_GYM:
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
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@@ -1194,8 +1194,8 @@ void DrawBattleEntryBackground(void)
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if (GetCurrentMapBattleScene() == MAP_BATTLE_SCENE_NORMAL)
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if (GetCurrentMapBattleScene() == MAP_BATTLE_SCENE_NORMAL)
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{
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{
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LZDecompressVram(gBattleTerrainTable[gBattleTerrain].entryTileset, (void*)(BG_CHAR_ADDR(1)));
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LZDecompressVram(sBattleTerrainTable[gBattleTerrain].entryTileset, (void*)(BG_CHAR_ADDR(1)));
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LZDecompressVram(gBattleTerrainTable[gBattleTerrain].entryTilemap, (void*)(BG_SCREEN_ADDR(28)));
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LZDecompressVram(sBattleTerrainTable[gBattleTerrain].entryTilemap, (void*)(BG_SCREEN_ADDR(28)));
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}
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}
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else
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else
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{
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{
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@@ -1251,7 +1251,7 @@ bool8 LoadChosenBattleElement(u8 caseId)
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{
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{
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default:
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default:
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case MAP_BATTLE_SCENE_NORMAL:
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case MAP_BATTLE_SCENE_NORMAL:
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LZDecompressVram(gBattleTerrainTable[gBattleTerrain].tileset, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(sBattleTerrainTable[gBattleTerrain].tileset, (void*)(BG_CHAR_ADDR(2)));
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break;
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break;
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case MAP_BATTLE_SCENE_GYM:
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case MAP_BATTLE_SCENE_GYM:
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
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@@ -1313,7 +1313,7 @@ bool8 LoadChosenBattleElement(u8 caseId)
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{
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{
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default:
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default:
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case MAP_BATTLE_SCENE_NORMAL:
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case MAP_BATTLE_SCENE_NORMAL:
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LZDecompressVram(gBattleTerrainTable[gBattleTerrain].tilemap, (void*)(BG_SCREEN_ADDR(26)));
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LZDecompressVram(sBattleTerrainTable[gBattleTerrain].tilemap, (void*)(BG_SCREEN_ADDR(26)));
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break;
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break;
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case MAP_BATTLE_SCENE_GYM:
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case MAP_BATTLE_SCENE_GYM:
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LZDecompressVram(gBattleTerrainTilemap_Building, (void*)(BG_SCREEN_ADDR(26)));
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LZDecompressVram(gBattleTerrainTilemap_Building, (void*)(BG_SCREEN_ADDR(26)));
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@@ -1375,7 +1375,7 @@ bool8 LoadChosenBattleElement(u8 caseId)
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{
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{
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default:
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default:
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case MAP_BATTLE_SCENE_NORMAL:
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case MAP_BATTLE_SCENE_NORMAL:
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LoadCompressedPalette(gBattleTerrainTable[gBattleTerrain].palette, 0x20, 0x60);
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LoadCompressedPalette(sBattleTerrainTable[gBattleTerrain].palette, 0x20, 0x60);
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break;
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break;
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case MAP_BATTLE_SCENE_GYM:
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case MAP_BATTLE_SCENE_GYM:
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LoadCompressedPalette(gBattleTerrainPalette_BuildingGym, 0x20, 0x60);
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LoadCompressedPalette(gBattleTerrainPalette_BuildingGym, 0x20, 0x60);
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