Flatten pos fields in struct Sprite
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+21
-21
@@ -1862,8 +1862,8 @@ static bool8 Fishing11(struct Task *task)
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ObjectEventTurn(playerObjEvent, playerObjEvent->movementDirection);
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if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_SURFING)
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sub_80DC4A4(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, 0, 0);
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gSprites[gPlayerAvatar.spriteId].pos2.x = 0;
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gSprites[gPlayerAvatar.spriteId].pos2.y = 0;
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gSprites[gPlayerAvatar.spriteId].x2 = 0;
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gSprites[gPlayerAvatar.spriteId].y2 = 0;
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ClearDialogWindowAndFrame(0, TRUE);
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task->tFrameCounter++;
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return FALSE;
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@@ -1920,8 +1920,8 @@ static bool8 Fishing15(struct Task *task)
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ObjectEventTurn(playerObjEvent, playerObjEvent->movementDirection);
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if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_SURFING)
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sub_80DC4A4(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, 0, 0);
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gSprites[gPlayerAvatar.spriteId].pos2.x = 0;
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gSprites[gPlayerAvatar.spriteId].pos2.y = 0;
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gSprites[gPlayerAvatar.spriteId].x2 = 0;
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gSprites[gPlayerAvatar.spriteId].y2 = 0;
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task->tStep++;
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}
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return FALSE;
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@@ -1951,8 +1951,8 @@ void AlignFishingAnimationFrames(struct Sprite * playerSprite)
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u8 animType;
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AnimateSprite(playerSprite);
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playerSprite->pos2.x = 0;
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playerSprite->pos2.y = 0;
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playerSprite->x2 = 0;
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playerSprite->y2 = 0;
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animCmdIndex = playerSprite->animCmdIndex;
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if (playerSprite->anims[playerSprite->animNum][animCmdIndex].type == -1)
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{
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@@ -1967,16 +1967,16 @@ void AlignFishingAnimationFrames(struct Sprite * playerSprite)
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animType = playerSprite->anims[playerSprite->animNum][animCmdIndex].type;
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if (animType == 1 || animType == 2 || animType == 3)
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{
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playerSprite->pos2.x = 8;
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playerSprite->x2 = 8;
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if (GetPlayerFacingDirection() == 3)
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playerSprite->pos2.x = -8;
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playerSprite->x2 = -8;
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}
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if (animType == 5)
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playerSprite->pos2.y = -8;
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playerSprite->y2 = -8;
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if (animType == 10 || animType == 11)
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playerSprite->pos2.y = 8;
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playerSprite->y2 = 8;
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if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_SURFING)
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sub_80DC4A4(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, 1, playerSprite->pos2.y);
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sub_80DC4A4(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, 1, playerSprite->y2);
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}
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#define tState data[0]
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@@ -2038,8 +2038,8 @@ static void Task_TeleportWarpOutPlayerAnim(u8 taskId)
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SavePlayerFacingDirectionForTeleport(object->facingDirection);
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tRotationTimer = 0;
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tDeltaY = 1;
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tYdeflection = (u16)(sprite->pos1.y + sprite->pos2.y) * 16;
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sprite->pos2.y = 0;
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tYdeflection = (u16)(sprite->y + sprite->y2) * 16;
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sprite->y2 = 0;
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CameraObjectReset2();
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object->fixedPriority = TRUE;
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sprite->oam.priority = 0;
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@@ -2050,8 +2050,8 @@ static void Task_TeleportWarpOutPlayerAnim(u8 taskId)
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TeleportAnim_RotatePlayer(object, &tRotationTimer);
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tYdeflection -= tDeltaY;
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tDeltaY += 3;
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sprite->pos1.y = tYdeflection >> 4;
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if (sprite->pos1.y + (s16)gTotalCameraPixelOffsetY < -32)
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sprite->y = tYdeflection >> 4;
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if (sprite->y + (s16)gTotalCameraPixelOffsetY < -32)
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{
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tState++;
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}
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@@ -2086,11 +2086,11 @@ static void Task_TeleportWarpInPlayerAnim(u8 taskId)
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ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(sTeleportFacingDirectionSequence[tFinalFacingDirection]));
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tRotationTimer = 0;
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tDeltaY = 116;
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tYpos = sprite->pos1.y;
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tYpos = sprite->y;
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tPriority = sprite->oam.priority;
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tSubpriority = sprite->subpriority;
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tYdeflection = -((u16)sprite->pos2.y + 32) * 16;
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sprite->pos2.y = 0;
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tYdeflection = -((u16)sprite->y2 + 32) * 16;
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sprite->y2 = 0;
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CameraObjectReset2();
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object->fixedPriority = TRUE;
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sprite->oam.priority = 1;
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@@ -2105,10 +2105,10 @@ static void Task_TeleportWarpInPlayerAnim(u8 taskId)
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{
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tDeltaY = 4;
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}
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sprite->pos1.y = tYdeflection >> 4;
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if (sprite->pos1.y >= tYpos)
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sprite->y = tYdeflection >> 4;
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if (sprite->y >= tYpos)
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{
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sprite->pos1.y = tYpos;
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sprite->y = tYpos;
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tLandingDelay = 0;
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tState++;
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}
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