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Removed some code that was added earlier to deal with dimming/undimming the
palette when pausing the game in a mid-fade. The game can only be paused in mid-fade from the outside, and then the palette isn't dimmed/undimmed. svn-id: r34958
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@ -164,11 +164,8 @@ void Screen::setPalette(int16 startEntry, int16 noEntries, byte *colourTable, ui
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void Screen::dimPalette(bool dim) {
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if (dim != _dimPalette) {
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_dimPalette = dim;
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// If the palette is in the middle of fading, don't update it.
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if (_fadeStatus != RDFADE_DOWN && _fadeStatus != RDFADE_UP) {
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setSystemPalette(_palette, 0, 256);
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setNeedFullRedraw();
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}
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setSystemPalette(_palette, 0, 256);
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setNeedFullRedraw();
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}
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}
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