More usage of ST_OAM constants and SPRITE macros
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+20
-20
@@ -2568,9 +2568,9 @@ static void sub_816F3A4(struct Sprite *sprite)
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sprite->data[2] = 1024;
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sprite->data[3] = 8 * (sprite->data[1] & 3);
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sprite->callback = sub_816F318;
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sprite->oam.shape = 1;
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sprite->oam.size = 3;
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CalcCenterToCornerVec(sprite, 1, 3, 2);
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sprite->oam.shape = SPRITE_SHAPE(64x32);
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sprite->oam.size = SPRITE_SIZE(64x32);
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CalcCenterToCornerVec(sprite, SPRITE_SHAPE(64x32), SPRITE_SIZE(64x32), ST_OAM_AFFINE_ERASE);
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}
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else
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{
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@@ -2690,9 +2690,9 @@ static void SpriteCB_WaterDropFall(struct Sprite *sprite)
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sprite->data[2] = 1024;
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sprite->data[3] = 8 * (sprite->data[1] & 3);
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sprite->callback = sub_816F318;
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sprite->oam.shape = 1;
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sprite->oam.size = 3;
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CalcCenterToCornerVec(sprite, 1, 3, 2);
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sprite->oam.shape = SPRITE_SHAPE(64x32);
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sprite->oam.size = SPRITE_SIZE(64x32);
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CalcCenterToCornerVec(sprite, SPRITE_SHAPE(64x32), SPRITE_SIZE(64x32), ST_OAM_AFFINE_ERASE);
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}
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}
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@@ -2713,9 +2713,9 @@ static void SpriteCB_WaterDropFall_2(struct Sprite *sprite)
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sprite->data[2] = 1024;
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sprite->data[3] = 8 * (sprite->data[1] & 3);
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sprite->callback = sub_816F318;
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sprite->oam.shape = 1;
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sprite->oam.size = 3;
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CalcCenterToCornerVec(sprite, 1, 3, 2);
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sprite->oam.shape = SPRITE_SHAPE(64x32);
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sprite->oam.size = SPRITE_SIZE(64x32);
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CalcCenterToCornerVec(sprite, SPRITE_SHAPE(64x32), SPRITE_SIZE(64x32), ST_OAM_AFFINE_ERASE);
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}
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}
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@@ -2732,9 +2732,9 @@ static u8 CreateWaterDrop(s16 x, s16 y, u16 c, u16 d, u16 e, u8 fallImmediately)
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gSprites[spriteId].data[3] = c;
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gSprites[spriteId].data[5] = e;
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gSprites[spriteId].data[6] = c;
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gSprites[spriteId].oam.affineMode = 3;
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gSprites[spriteId].oam.affineMode = ST_OAM_AFFINE_DOUBLE;
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gSprites[spriteId].oam.matrixNum = d;
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CalcCenterToCornerVec(&gSprites[spriteId], 0, 2, 2);
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CalcCenterToCornerVec(&gSprites[spriteId], SPRITE_SHAPE(32x32), SPRITE_SIZE(32x32), ST_OAM_AFFINE_ERASE);
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StartSpriteAnim(&gSprites[spriteId], 2);
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if (!fallImmediately)
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gSprites[spriteId].callback = sub_816F454;
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@@ -2745,18 +2745,18 @@ static u8 CreateWaterDrop(s16 x, s16 y, u16 c, u16 d, u16 e, u8 fallImmediately)
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spriteId = CreateSprite(&gIntroWaterDropSprite, x, y, 1);
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gSprites[spriteId].data[7] = oldSpriteId;
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gSprites[spriteId].data[1] = d + 1;
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gSprites[spriteId].oam.affineMode = 3;
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gSprites[spriteId].oam.affineMode = ST_OAM_AFFINE_DOUBLE;
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gSprites[spriteId].oam.matrixNum = d + 1;
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CalcCenterToCornerVec(&gSprites[spriteId], 0, 2, 2);
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CalcCenterToCornerVec(&gSprites[spriteId], SPRITE_SHAPE(32x32), SPRITE_SIZE(32x32), ST_OAM_AFFINE_ERASE);
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gSprites[spriteId].callback = sub_816F3A4;
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spriteId = CreateSprite(&gIntroWaterDropSprite, x, y, 1);
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gSprites[spriteId].data[7] = oldSpriteId;
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gSprites[spriteId].data[1] = d + 2;
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StartSpriteAnim(&gSprites[spriteId], 1);
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gSprites[spriteId].oam.affineMode = 3;
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gSprites[spriteId].oam.affineMode = ST_OAM_AFFINE_DOUBLE;
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gSprites[spriteId].oam.matrixNum = d + 2;
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CalcCenterToCornerVec(&gSprites[spriteId], 0, 2, 2);
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CalcCenterToCornerVec(&gSprites[spriteId], SPRITE_SHAPE(32x32), SPRITE_SIZE(32x32), ST_OAM_AFFINE_ERASE);
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gSprites[spriteId].callback = sub_816F3A4;
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SetOamMatrix(d, c + 32, 0, 0, c + 32);
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@@ -2915,7 +2915,7 @@ static void sub_816FB38(struct Sprite *sprite)
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if (gIntroFrameCounter == 0x110)
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{
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StartSpriteAffineAnim(sprite, 2);
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sprite->oam.objMode = 1;
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sprite->oam.objMode = ST_OAM_OBJ_BLEND;
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sprite->data[0]++;
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}
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break;
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@@ -3008,9 +3008,9 @@ static void sub_816FEDC(struct Sprite *sprite)
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{
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case 0:
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default:
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sprite->oam.affineMode = 3;
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sprite->oam.affineMode = ST_OAM_AFFINE_DOUBLE;
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sprite->oam.matrixNum = 1;
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CalcCenterToCornerVec(sprite, 1, 3, 3);
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CalcCenterToCornerVec(sprite, SPRITE_SHAPE(64x32), SPRITE_SIZE(64x32), ST_OAM_AFFINE_DOUBLE);
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sprite->invisible = FALSE;
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sprite->data[0] = 1;
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sprite->data[1] = 0x80;
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@@ -3054,9 +3054,9 @@ static void SpriteCB_IntroRayquazaHyperbeam(struct Sprite *sprite)
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case 0:
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default:
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sprite->invisible = FALSE;
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sprite->oam.affineMode = 3;
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sprite->oam.affineMode = ST_OAM_AFFINE_DOUBLE;
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sprite->oam.matrixNum = 18;
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CalcCenterToCornerVec(sprite, 0, 3, 3);
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CalcCenterToCornerVec(sprite, SPRITE_SHAPE(64x64), SPRITE_SIZE(64x64), ST_OAM_AFFINE_DOUBLE);
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sprite->data[1] = 0;
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sprite->data[0] = 1;
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//fall through
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