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