Flatten pos fields in struct Sprite
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@@ -211,7 +211,7 @@ static void PlayerBufferRunCommand(void)
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static void CompleteOnBattlerSpritePosX_0(void)
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{
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if (gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.x == 0)
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if (gSprites[gBattlerSpriteIds[gActiveBattler]].x2 == 0)
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PlayerBufferExecCompleted();
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}
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@@ -1194,15 +1194,15 @@ static void Task_CreateLevelUpVerticalStripes(u8 taskId)
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{
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data[14] = gBattle_BG1_X;
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data[13] = gBattle_BG1_Y;
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gBattle_BG1_X = -(sprite->pos1.x + sprite->pos2.x) + 32;
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gBattle_BG1_Y = -(sprite->pos1.y + sprite->pos2.y) + 32;
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gBattle_BG1_X = -(sprite->x + sprite->x2) + 32;
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gBattle_BG1_Y = -(sprite->y + sprite->y2) + 32;
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}
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else
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{
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data[14] = gBattle_BG2_X;
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data[13] = gBattle_BG2_Y;
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gBattle_BG2_X = -(sprite->pos1.x + sprite->pos2.x) + 32;
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gBattle_BG2_Y = -(sprite->pos1.y + sprite->pos2.y) + 32;
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gBattle_BG2_X = -(sprite->x + sprite->x2) + 32;
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gBattle_BG2_Y = -(sprite->y + sprite->y2) + 32;
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}
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++data[15];
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}
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@@ -1219,8 +1219,8 @@ static void Task_CreateLevelUpVerticalStripes(u8 taskId)
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case 2:
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PlaySE(SE_RS_SHOP);
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if (IsMonGettingExpSentOut())
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CreateLevelUpVerticalSpritesTask(sprite->pos1.x + sprite->pos2.x,
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sprite->pos1.y + sprite->pos2.y,
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CreateLevelUpVerticalSpritesTask(sprite->x + sprite->x2,
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sprite->y + sprite->y2,
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10000,
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10000,
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1,
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@@ -1260,7 +1260,7 @@ static void Task_CreateLevelUpVerticalStripes(u8 taskId)
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static void FreeMonSpriteAfterFaintAnim(void)
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{
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if (gSprites[gBattlerSpriteIds[gActiveBattler]].pos1.y + gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.y > DISPLAY_HEIGHT)
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if (gSprites[gBattlerSpriteIds[gActiveBattler]].y + gSprites[gBattlerSpriteIds[gActiveBattler]].y2 > DISPLAY_HEIGHT)
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{
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FreeOamMatrix(gSprites[gBattlerSpriteIds[gActiveBattler]].oam.matrixNum);
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DestroySprite(&gSprites[gBattlerSpriteIds[gActiveBattler]]);
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@@ -2190,7 +2190,7 @@ static void PlayerHandleDrawTrainerPic(void)
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(8 - gTrainerBackPicCoords[trainerPicId].size) * 4 + 80,
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GetBattlerSpriteSubpriority(gActiveBattler));
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gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = gActiveBattler;
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gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.x = 240;
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gSprites[gBattlerSpriteIds[gActiveBattler]].x2 = 240;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[0] = -2;
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gSprites[gBattlerSpriteIds[gActiveBattler]].callback = SpriteCB_TrainerSlideIn;
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gBattlerControllerFuncs[gActiveBattler] = CompleteOnBattlerSpriteCallbackDummy;
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@@ -2220,7 +2220,7 @@ static void PlayerHandleTrainerSlide(void)
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(8 - gTrainerBackPicCoords[trainerPicId].size) * 4 + 80,
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30);
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gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = gActiveBattler;
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gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.x = -96;
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gSprites[gBattlerSpriteIds[gActiveBattler]].x2 = -96;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[0] = 2;
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gSprites[gBattlerSpriteIds[gActiveBattler]].callback = SpriteCB_TrainerSlideIn;
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gBattlerControllerFuncs[gActiveBattler] = CompleteOnBattlerSpriteCallbackDummy2;
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@@ -2231,7 +2231,7 @@ static void PlayerHandleTrainerSlideBack(void)
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SetSpritePrimaryCoordsFromSecondaryCoords(&gSprites[gBattlerSpriteIds[gActiveBattler]]);
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[0] = 50;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[2] = -40;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[4] = gSprites[gBattlerSpriteIds[gActiveBattler]].pos1.y;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[4] = gSprites[gBattlerSpriteIds[gActiveBattler]].y;
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gSprites[gBattlerSpriteIds[gActiveBattler]].callback = StartAnimLinearTranslation;
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StoreSpriteCallbackInData6(&gSprites[gBattlerSpriteIds[gActiveBattler]], SpriteCallbackDummy);
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StartSpriteAnim(&gSprites[gBattlerSpriteIds[gActiveBattler]], 1);
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@@ -2706,7 +2706,7 @@ static void PlayerHandleIntroTrainerBallThrow(void)
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SetSpritePrimaryCoordsFromSecondaryCoords(&gSprites[gBattlerSpriteIds[gActiveBattler]]);
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[0] = 50;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[2] = -40;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[4] = gSprites[gBattlerSpriteIds[gActiveBattler]].pos1.y;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[4] = gSprites[gBattlerSpriteIds[gActiveBattler]].y;
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gSprites[gBattlerSpriteIds[gActiveBattler]].callback = PlayerThrowBall_StartAnimLinearTranslation;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[5] = gActiveBattler;
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StoreSpriteCallbackInData6(&gSprites[gBattlerSpriteIds[gActiveBattler]], SpriteCB_FreePlayerSpriteLoadMonSprite);
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