update refresh logic, rearrange message editor
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@@ -11,15 +11,8 @@ void OverworldEditor::RefreshChildMap(int map_index) {
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status_ = overworld_.mutable_overworld_map(map_index)->BuildTiles16Gfx(
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overworld_.tiles16().size());
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PRINT_IF_ERROR(status_);
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OWBlockset blockset;
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if (current_world_ == 0) {
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blockset = overworld_.map_tiles().light_world;
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} else if (current_world_ == 1) {
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blockset = overworld_.map_tiles().dark_world;
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} else {
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blockset = overworld_.map_tiles().special_world;
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}
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status_ = overworld_.mutable_overworld_map(map_index)->BuildBitmap(blockset);
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status_ = overworld_.mutable_overworld_map(map_index)->BuildBitmap(
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overworld_.GetMapTiles(current_world_));
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maps_bmp_[map_index].set_data(
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overworld_.mutable_overworld_map(map_index)->bitmap_data());
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maps_bmp_[map_index].set_modified(true);
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@@ -64,8 +57,7 @@ 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 =
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overworld_.overworld_map(current_map_)->current_palette();
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const auto current_map_palette = overworld_.AreaPalette();
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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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