Flatten pos fields in struct Sprite
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@@ -849,8 +849,8 @@ static void sub_807EAC4(s16 a0, s16 a1, s16 *a2, s16 *a3, s16 *a4)
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*a3 += a1;
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*a2 += a0;
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(*a4)++;
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playerSpr->pos2.x = *a2 >> 5;
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playerSpr->pos2.y = *a3 >> 5;
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playerSpr->x2 = *a2 >> 5;
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playerSpr->y2 = *a3 >> 5;
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if (playerObj->heldMovementFinished)
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{
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ObjectEventForceSetHeldMovement(playerObj, GetWalkInPlaceNormalMovementAction(GetPlayerFacingDirection()));
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@@ -937,8 +937,8 @@ static void sub_807ECBC(s16 *a0, s16 *a1, s16 *a2, s16 *a3, s16 *a4)
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*a3 = *a1 * 16;
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*a4 = 16;
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sprite = &gSprites[gPlayerAvatar.spriteId];
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sprite->pos2.x = *a2 >> 5;
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sprite->pos2.y = *a3 >> 5;
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sprite->x2 = *a2 >> 5;
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sprite->y2 = *a3 >> 5;
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*a0 *= -1;
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*a1 *= -1;
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}
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@@ -951,15 +951,15 @@ static bool8 sub_807EDA0(s16 *a0, s16 *a1, s16 *a2, s16 *a3, s16 *a4)
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{
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*a2 += *a0;
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*a3 += *a1;
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sprite->pos2.x = *a2 >> 5;
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sprite->pos2.y = *a3 >> 5;
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sprite->x2 = *a2 >> 5;
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sprite->y2 = *a3 >> 5;
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(*a4)--;
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return TRUE;
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}
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else
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{
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sprite->pos2.x = 0;
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sprite->pos2.y = 0;
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sprite->x2 = 0;
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sprite->y2 = 0;
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return FALSE;
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}
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}
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