Flatten pos fields in struct Sprite
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+9
-9
@@ -116,7 +116,7 @@ static void Task_SSAnneRun(u8 taskId)
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}
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TryGetObjectEventIdByLocalIdAndMap(1, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objectEventId);
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boatObject = &gObjectEvents[objectEventId];
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if (gSprites[boatObject->spriteId].pos1.x + gSprites[boatObject->spriteId].pos2.x < -120)
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if (gSprites[boatObject->spriteId].x + gSprites[boatObject->spriteId].x2 < -120)
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{
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PlaySE(SE_SS_ANNE_HORN);
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gTasks[taskId].func = Task_SSAnneFinish;
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@@ -124,7 +124,7 @@ static void Task_SSAnneRun(u8 taskId)
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else
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{
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x = data[2] / 5;
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gSprites[boatObject->spriteId].pos2.x = -x;
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gSprites[boatObject->spriteId].x2 = -x;
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}
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}
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@@ -150,7 +150,7 @@ static void CreateWakeBehindBoat(void)
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TryGetObjectEventIdByLocalIdAndMap(1, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objectEventId);
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boatObject = &gObjectEvents[objectEventId];
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x = gSprites[boatObject->spriteId].pos1.x + gSprites[boatObject->spriteId].pos2.x + 80;
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x = gSprites[boatObject->spriteId].x + gSprites[boatObject->spriteId].x2 + 80;
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spriteId = CreateSprite(&sWakeSpriteTemplate, x, 109, 0xFF);
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gSprites[spriteId].oam.priority = 2;
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gSprites[spriteId].oam.paletteNum = 10;
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@@ -164,12 +164,12 @@ static void WakeSpriteCallback(struct Sprite * sprite)
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TryGetObjectEventIdByLocalIdAndMap(1, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objectEventId);
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boatObject = &gObjectEvents[objectEventId];
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x = gSprites[boatObject->spriteId].pos1.x + gSprites[boatObject->spriteId].pos2.x + 80;
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sprite->pos1.x = x;
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x = gSprites[boatObject->spriteId].x + gSprites[boatObject->spriteId].x2 + 80;
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sprite->x = x;
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if (sprite->data[0] / 6 < 22)
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sprite->data[0]++;
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sprite->pos2.x = sprite->data[0] / 6;
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if (sprite->pos1.x + sprite->pos2.x < -18)
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sprite->x2 = sprite->data[0] / 6;
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if (sprite->x + sprite->x2 < -18)
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DestroySprite(sprite);
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}
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@@ -182,7 +182,7 @@ static void CreateSmokeSprite(void)
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TryGetObjectEventIdByLocalIdAndMap(1, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objectEventId);
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boatObject = &gObjectEvents[objectEventId];
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x = gSprites[boatObject->spriteId].pos1.x + gSprites[boatObject->spriteId].pos2.x + 49;
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x = gSprites[boatObject->spriteId].x + gSprites[boatObject->spriteId].x2 + 49;
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if ((s16)x >= -32)
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{
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spriteId = CreateSprite(&sSmokeSpriteTemplate, x, 78, 8);
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@@ -194,7 +194,7 @@ static void CreateSmokeSprite(void)
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static void SmokeSpriteCallback(struct Sprite * sprite)
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{
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sprite->data[0]++;
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sprite->pos2.x = sprite->data[0] / 4;
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sprite->x2 = sprite->data[0] / 4;
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if (sprite->animEnded)
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DestroySprite(sprite);
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}
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