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