Use MAX_SPRITES define
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@@ -773,7 +773,7 @@ u8 CreateMonSprite_FieldMove(u16 species, u32 d, u32 g, s16 x, s16 y, u8 subprio
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u16 spriteId = CreateMonPicSprite_HandleDeoxys(species, d, g, 1, x, y, 0, spritePalette->tag);
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PreservePaletteInWeather(IndexOfSpritePaletteTag(spritePalette->tag) + 0x10);
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if (spriteId == 0xFFFF)
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return 0x40;
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return MAX_SPRITES;
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else
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return spriteId;
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}
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@@ -3469,13 +3469,12 @@ static void sub_80B957C(struct Sprite *sprite)
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static void sub_80B963C(struct Sprite *sprite)
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{
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struct Sprite *sprite1;
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sprite->pos2.x = Cos(sprite->data[2], 0x8c);
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sprite->pos2.y = Sin(sprite->data[2], 0x48);
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sprite->data[2] = (sprite->data[2] + 4) & 0xff;
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if (sprite->data[6] != 0x40)
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if (sprite->data[6] != MAX_SPRITES)
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{
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sprite1 = &gSprites[sprite->data[6]];
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struct Sprite *sprite1 = &gSprites[sprite->data[6]];
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sprite1->coordOffsetEnabled = 0;
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sprite1->pos1.x = sprite->pos1.x + sprite->pos2.x;
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sprite1->pos1.y = sprite->pos1.y + sprite->pos2.y - 8;
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@@ -3855,7 +3854,7 @@ void sub_80B9D24(struct Sprite* sprite)
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for (i = 0; i < 4; i++)
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{
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u8 spriteId = CreateSprite(&gUnknown_0855C5EC, xPos, yPos, 0);
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if (spriteId != 0x40)
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if (spriteId != MAX_SPRITES)
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{
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StartSpriteAnim(&gSprites[spriteId], i);
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gSprites[spriteId].data[0] = i;
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@@ -3868,22 +3867,22 @@ static void sub_80B9DB8(struct Sprite* sprite)
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{
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switch (sprite->data[0])
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{
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case 0:
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sprite->pos1.x -= 16;
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sprite->pos1.y -= 12;
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break;
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case 1:
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sprite->pos1.x += 16;
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sprite->pos1.y -= 12;
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break;
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case 2:
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sprite->pos1.x -= 16;
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sprite->pos1.y += 12;
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break;
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case 3:
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sprite->pos1.x += 16;
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sprite->pos1.y += 12;
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break;
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case 0:
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sprite->pos1.x -= 16;
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sprite->pos1.y -= 12;
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break;
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case 1:
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sprite->pos1.x += 16;
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sprite->pos1.y -= 12;
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break;
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case 2:
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sprite->pos1.x -= 16;
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sprite->pos1.y += 12;
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break;
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case 3:
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sprite->pos1.x += 16;
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sprite->pos1.y += 12;
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break;
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}
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if ((u16)(sprite->pos1.x + 4) > 0xF8 || sprite->pos1.y < -4 || sprite->pos1.y > 0xA4)
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DestroySprite(sprite);
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