Fix applying boss blind color twice (#49
Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
This commit is contained in:
@@ -103,8 +103,6 @@ typedef struct
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void blind_init();
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void blind_init();
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void blind_set_boss_graphics(const unsigned int* tiles, const u16* palette);
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u32 blind_get_requirement(enum BlindType type, int ante);
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u32 blind_get_requirement(enum BlindType type, int ante);
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int blind_get_reward(enum BlindType type);
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int blind_get_reward(enum BlindType type);
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u16 blind_get_color(enum BlindType type, enum BlindColorIndex index);
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u16 blind_get_color(enum BlindType type, enum BlindColorIndex index);
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+1
-4
@@ -1213,12 +1213,9 @@ void change_background_legacy(enum BackgroundId id)
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{
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{
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main_bg_se_copy_rect(BIG_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT);
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main_bg_se_copy_rect(BIG_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT);
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}
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}
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else if (g_game_vars.current_blind > BLIND_TYPE_BIG)
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else if (g_game_vars.current_blind >= BLIND_TYPE_BOSS)
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{
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{
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main_bg_se_copy_rect(BOSS_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT);
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main_bg_se_copy_rect(BOSS_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT);
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affine_background_set_color(
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blind_get_color(g_game_vars.current_blind, BLIND_SHADOW_COLOR_INDEX)
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);
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}
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}
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bg_copy_current_item_to_top_left_panel();
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bg_copy_current_item_to_top_left_panel();
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@@ -1,5 +1,6 @@
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#include "blind_select.h"
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#include "blind_select.h"
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#include "affine_background.h"
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#include "audio_utils.h"
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#include "audio_utils.h"
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#include "background_blind_select_gfx.h"
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#include "background_blind_select_gfx.h"
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#include "blind.h"
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#include "blind.h"
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@@ -279,6 +280,13 @@ static void game_blind_select_display_blind_panel()
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main_bg_se_copy_expand_3w_row(TOP_LEFT_PANEL_ANIM_RECT, TOP_LEFT_PANEL_EMPTY_3W_ROW_POS);
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main_bg_se_copy_expand_3w_row(TOP_LEFT_PANEL_ANIM_RECT, TOP_LEFT_PANEL_EMPTY_3W_ROW_POS);
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reset_top_left_panel_bottom_row();
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reset_top_left_panel_bottom_row();
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if (g_game_vars.current_blind >= BLIND_TYPE_BOSS)
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{
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affine_background_set_color(
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blind_get_color(g_game_vars.current_blind, BLIND_SHADOW_COLOR_INDEX)
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);
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}
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}
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}
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// Shift the blind panel down onto screen
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// Shift the blind panel down onto screen
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