Flatten pos fields in struct Sprite

This commit is contained in:
PikalaxALT
2021-07-07 09:05:48 -04:00
parent 1a43cdc81f
commit aec808ac0d
92 changed files with 2891 additions and 2891 deletions
+12 -12
View File
@@ -211,7 +211,7 @@ static void PlayerBufferRunCommand(void)
static void CompleteOnBattlerSpritePosX_0(void)
{
if (gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.x == 0)
if (gSprites[gBattlerSpriteIds[gActiveBattler]].x2 == 0)
PlayerBufferExecCompleted();
}
@@ -1194,15 +1194,15 @@ static void Task_CreateLevelUpVerticalStripes(u8 taskId)
{
data[14] = gBattle_BG1_X;
data[13] = gBattle_BG1_Y;
gBattle_BG1_X = -(sprite->pos1.x + sprite->pos2.x) + 32;
gBattle_BG1_Y = -(sprite->pos1.y + sprite->pos2.y) + 32;
gBattle_BG1_X = -(sprite->x + sprite->x2) + 32;
gBattle_BG1_Y = -(sprite->y + sprite->y2) + 32;
}
else
{
data[14] = gBattle_BG2_X;
data[13] = gBattle_BG2_Y;
gBattle_BG2_X = -(sprite->pos1.x + sprite->pos2.x) + 32;
gBattle_BG2_Y = -(sprite->pos1.y + sprite->pos2.y) + 32;
gBattle_BG2_X = -(sprite->x + sprite->x2) + 32;
gBattle_BG2_Y = -(sprite->y + sprite->y2) + 32;
}
++data[15];
}
@@ -1219,8 +1219,8 @@ static void Task_CreateLevelUpVerticalStripes(u8 taskId)
case 2:
PlaySE(SE_RS_SHOP);
if (IsMonGettingExpSentOut())
CreateLevelUpVerticalSpritesTask(sprite->pos1.x + sprite->pos2.x,
sprite->pos1.y + sprite->pos2.y,
CreateLevelUpVerticalSpritesTask(sprite->x + sprite->x2,
sprite->y + sprite->y2,
10000,
10000,
1,
@@ -1260,7 +1260,7 @@ static void Task_CreateLevelUpVerticalStripes(u8 taskId)
static void FreeMonSpriteAfterFaintAnim(void)
{
if (gSprites[gBattlerSpriteIds[gActiveBattler]].pos1.y + gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.y > DISPLAY_HEIGHT)
if (gSprites[gBattlerSpriteIds[gActiveBattler]].y + gSprites[gBattlerSpriteIds[gActiveBattler]].y2 > DISPLAY_HEIGHT)
{
FreeOamMatrix(gSprites[gBattlerSpriteIds[gActiveBattler]].oam.matrixNum);
DestroySprite(&gSprites[gBattlerSpriteIds[gActiveBattler]]);
@@ -2190,7 +2190,7 @@ static void PlayerHandleDrawTrainerPic(void)
(8 - gTrainerBackPicCoords[trainerPicId].size) * 4 + 80,
GetBattlerSpriteSubpriority(gActiveBattler));
gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = gActiveBattler;
gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.x = 240;
gSprites[gBattlerSpriteIds[gActiveBattler]].x2 = 240;
gSprites[gBattlerSpriteIds[gActiveBattler]].data[0] = -2;
gSprites[gBattlerSpriteIds[gActiveBattler]].callback = SpriteCB_TrainerSlideIn;
gBattlerControllerFuncs[gActiveBattler] = CompleteOnBattlerSpriteCallbackDummy;
@@ -2220,7 +2220,7 @@ static void PlayerHandleTrainerSlide(void)
(8 - gTrainerBackPicCoords[trainerPicId].size) * 4 + 80,
30);
gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = gActiveBattler;
gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.x = -96;
gSprites[gBattlerSpriteIds[gActiveBattler]].x2 = -96;
gSprites[gBattlerSpriteIds[gActiveBattler]].data[0] = 2;
gSprites[gBattlerSpriteIds[gActiveBattler]].callback = SpriteCB_TrainerSlideIn;
gBattlerControllerFuncs[gActiveBattler] = CompleteOnBattlerSpriteCallbackDummy2;
@@ -2231,7 +2231,7 @@ static void PlayerHandleTrainerSlideBack(void)
SetSpritePrimaryCoordsFromSecondaryCoords(&gSprites[gBattlerSpriteIds[gActiveBattler]]);
gSprites[gBattlerSpriteIds[gActiveBattler]].data[0] = 50;
gSprites[gBattlerSpriteIds[gActiveBattler]].data[2] = -40;
gSprites[gBattlerSpriteIds[gActiveBattler]].data[4] = gSprites[gBattlerSpriteIds[gActiveBattler]].pos1.y;
gSprites[gBattlerSpriteIds[gActiveBattler]].data[4] = gSprites[gBattlerSpriteIds[gActiveBattler]].y;
gSprites[gBattlerSpriteIds[gActiveBattler]].callback = StartAnimLinearTranslation;
StoreSpriteCallbackInData6(&gSprites[gBattlerSpriteIds[gActiveBattler]], SpriteCallbackDummy);
StartSpriteAnim(&gSprites[gBattlerSpriteIds[gActiveBattler]], 1);
@@ -2706,7 +2706,7 @@ static void PlayerHandleIntroTrainerBallThrow(void)
SetSpritePrimaryCoordsFromSecondaryCoords(&gSprites[gBattlerSpriteIds[gActiveBattler]]);
gSprites[gBattlerSpriteIds[gActiveBattler]].data[0] = 50;
gSprites[gBattlerSpriteIds[gActiveBattler]].data[2] = -40;
gSprites[gBattlerSpriteIds[gActiveBattler]].data[4] = gSprites[gBattlerSpriteIds[gActiveBattler]].pos1.y;
gSprites[gBattlerSpriteIds[gActiveBattler]].data[4] = gSprites[gBattlerSpriteIds[gActiveBattler]].y;
gSprites[gBattlerSpriteIds[gActiveBattler]].callback = PlayerThrowBall_StartAnimLinearTranslation;
gSprites[gBattlerSpriteIds[gActiveBattler]].data[5] = gActiveBattler;
StoreSpriteCallbackInData6(&gSprites[gBattlerSpriteIds[gActiveBattler]], SpriteCB_FreePlayerSpriteLoadMonSprite);