Flatten pos fields in struct Sprite
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+8
-8
@@ -1275,10 +1275,10 @@ static void Task_MovePlayerAndGroundSprites(u8 taskId)
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case 0:
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break;
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case 1:
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if (gSprites[data->playerSpriteId].pos1.x != 0xD0)
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if (gSprites[data->playerSpriteId].x != 0xD0)
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{
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gSprites[data->playerSpriteId].pos1.x--;
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gSprites[data->groundSpriteId].pos1.x--;
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gSprites[data->playerSpriteId].x--;
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gSprites[data->groundSpriteId].x--;
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}
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else
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{
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@@ -1288,10 +1288,10 @@ static void Task_MovePlayerAndGroundSprites(u8 taskId)
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case 2:
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if (sCreditsMgr->unk_1D & 1)
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{
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if (gSprites[data->playerSpriteId].pos1.y != 0x50)
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if (gSprites[data->playerSpriteId].y != 0x50)
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{
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gSprites[data->playerSpriteId].pos1.y--;
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gSprites[data->groundSpriteId].pos1.y--;
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gSprites[data->playerSpriteId].y--;
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gSprites[data->groundSpriteId].y--;
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}
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else
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{
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@@ -1302,8 +1302,8 @@ static void Task_MovePlayerAndGroundSprites(u8 taskId)
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case 3:
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if (sCreditsMgr->mainseqno == 15)
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{
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gSprites[data->playerSpriteId].pos1.x--;
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gSprites[data->groundSpriteId].pos1.x--;
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gSprites[data->playerSpriteId].x--;
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gSprites[data->groundSpriteId].x--;
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}
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break;
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}
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