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revert Weather_SetBlendCoeffs for all but shade
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b1818a740d
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d5a700155c
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@ -151,6 +151,7 @@ void Sunny_InitVars(void)
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{
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gWeatherPtr->targetColorMapIndex = 0;
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gWeatherPtr->colorMapStepDelay = 20;
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Weather_SetBlendCoeffs(8, BASE_SHADOW_INTENSITY); // preserve shadow darkness
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gWeatherPtr->noShadows = FALSE;
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}
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@ -478,6 +479,7 @@ void Rain_InitVars(void)
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gWeatherPtr->targetColorMapIndex = 3;
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gWeatherPtr->colorMapStepDelay = 20;
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SetRainStrengthFromSoundEffect(SE_RAIN);
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Weather_SetBlendCoeffs(8, BASE_SHADOW_INTENSITY); // preserve shadow darkness
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gWeatherPtr->noShadows = FALSE;
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}
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@ -772,6 +774,7 @@ void Snow_InitVars(void)
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gWeatherPtr->colorMapStepDelay = 20;
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gWeatherPtr->targetSnowflakeSpriteCount = NUM_SNOWFLAKE_SPRITES;
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gWeatherPtr->snowflakeVisibleCounter = 0;
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Weather_SetBlendCoeffs(8, BASE_SHADOW_INTENSITY); // preserve shadow darkness
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gWeatherPtr->noShadows = FALSE;
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}
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@ -1021,6 +1024,7 @@ void Thunderstorm_InitVars(void)
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gWeatherPtr->weatherGfxLoaded = FALSE; // duplicate assignment
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gWeatherPtr->thunderEnqueued = FALSE;
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SetRainStrengthFromSoundEffect(SE_THUNDERSTORM);
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Weather_SetBlendCoeffs(8, BASE_SHADOW_INTENSITY); // preserve shadow darkness
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gWeatherPtr->noShadows = FALSE;
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}
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@ -1050,6 +1054,7 @@ void Downpour_InitVars(void)
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gWeatherPtr->colorMapStepDelay = 20;
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gWeatherPtr->weatherGfxLoaded = FALSE; // duplicate assignment
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SetRainStrengthFromSoundEffect(SE_DOWNPOUR);
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Weather_SetBlendCoeffs(8, BASE_SHADOW_INTENSITY); // preserve shadow darkness
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gWeatherPtr->noShadows = FALSE;
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}
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