Refactor OverworldEditor and Overworld class
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@@ -60,7 +60,7 @@ void OverworldEditor::RefreshOverworldMap() {
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absl::Status OverworldEditor::RefreshMapPalette() {
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RETURN_IF_ERROR(
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overworld_.mutable_overworld_map(current_map_)->LoadPalette());
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const auto current_map_palette = overworld_.AreaPalette();
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const auto current_map_palette = overworld_.current_area_palette();
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if (overworld_.overworld_map(current_map_)->is_large_map()) {
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// We need to update the map and its siblings if it's a large map
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@@ -107,7 +107,7 @@ absl::Status OverworldEditor::RefreshTile16Blockset() {
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current_blockset_ = overworld_.overworld_map(current_map_)->area_graphics();
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overworld_.set_current_map(current_map_);
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palette_ = overworld_.AreaPalette();
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palette_ = overworld_.current_area_palette();
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// Create the tile16 blockset image
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Renderer::GetInstance().UpdateBitmap(&tile16_blockset_bmp_);
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RETURN_IF_ERROR(tile16_blockset_bmp_.ApplyPalette(palette_));
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