Flatten pos fields in struct Sprite
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+14
-14
@@ -105,16 +105,16 @@ static void SetEvoSparklesMatrices(void)
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static void SpriteCB_PreEvoSparkleSet1(struct Sprite * sprite)
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{
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u8 mnum;
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if (sprite->pos1.y > 8)
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if (sprite->y > 8)
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{
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sprite->pos1.y = 88 - sprite->data[7] * sprite->data[7] / 80;
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sprite->pos2.y = Sin((u8)sprite->data[6], sprite->data[5]) / 4;
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sprite->pos2.x = Cos((u8) sprite->data[6], sprite->data[5]);
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sprite->y = 88 - sprite->data[7] * sprite->data[7] / 80;
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sprite->y2 = Sin((u8)sprite->data[6], sprite->data[5]) / 4;
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sprite->x2 = Cos((u8) sprite->data[6], sprite->data[5]);
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sprite->data[6] += 4;
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if (sprite->data[7] & 1)
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sprite->data[5]--;
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sprite->data[7]++;
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if (sprite->pos2.y > 0)
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if (sprite->y2 > 0)
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sprite->subpriority = 1;
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else
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sprite->subpriority = 20;
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@@ -145,11 +145,11 @@ static void CreatePreEvoSparkleSet1(u8 a0)
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static void SpriteCB_PreEvoSparkleSet2(struct Sprite * sprite)
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{
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if (sprite->pos1.y < 88)
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if (sprite->y < 88)
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{
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sprite->pos1.y = 8 + sprite->data[7] * sprite->data[7] / 5;
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sprite->pos2.y = Sin((u8)sprite->data[6], sprite->data[5]) / 4;
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sprite->pos2.x = Cos((u8)sprite->data[6], sprite->data[5]);
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sprite->y = 8 + sprite->data[7] * sprite->data[7] / 5;
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sprite->y2 = Sin((u8)sprite->data[6], sprite->data[5]) / 4;
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sprite->x2 = Cos((u8)sprite->data[6], sprite->data[5]);
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sprite->data[5] = Sin((u8)(sprite->data[7] * 4), 40) + 8;
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sprite->data[7]++;
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}
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@@ -178,8 +178,8 @@ static void SpriteCB_PostEvoSparkleSet1(struct Sprite * sprite)
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{
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if (sprite->data[5] > 8)
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{
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sprite->pos2.y = Sin((u8)sprite->data[6], sprite->data[5]);
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sprite->pos2.x = Cos((u8)sprite->data[6], sprite->data[5]);
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sprite->y2 = Sin((u8)sprite->data[6], sprite->data[5]);
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sprite->x2 = Cos((u8)sprite->data[6], sprite->data[5]);
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sprite->data[5] -= sprite->data[3];
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sprite->data[6] += 4;
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}
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@@ -209,11 +209,11 @@ static void SpriteCB_PostEvoSparkleSet2(struct Sprite * sprite)
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{
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u8 mnum;
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if ((sprite->data[7] & 3) == 0)
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sprite->pos1.y++;
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sprite->y++;
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if (sprite->data[6] < 128)
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{
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sprite->pos2.y = -Sin((u8)sprite->data[6], sprite->data[5]);
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sprite->pos1.x = 120 + sprite->data[3] * sprite->data[7] / 3;
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sprite->y2 = -Sin((u8)sprite->data[6], sprite->data[5]);
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sprite->x = 120 + sprite->data[3] * sprite->data[7] / 3;
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sprite->data[6]++;
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mnum = 31 - sprite->data[6] * 12 / 128;
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if (sprite->data[6] > 64)
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