More usage of DISPLAY constants
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@@ -1509,7 +1509,7 @@ static void AnimLetterZ(struct Sprite *sprite)
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sprite->pos2.x = sprite->data[3] / 2;
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sprite->pos2.y = Sin(var0 & 0xFF, 5) + (sprite->data[4] / 2);
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if ((u16)(sprite->pos1.x + sprite->pos2.x) > 240)
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if ((u16)(sprite->pos1.x + sprite->pos2.x) > DISPLAY_WIDTH)
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DestroyAnimSprite(sprite);
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}
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@@ -1676,18 +1676,18 @@ void AnimTask_CreateSpotlight(u8 taskId)
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{
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if (IsContest())
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{
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SetGpuReg(REG_OFFSET_WININ, 0x1F3F);
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gBattle_WIN1H = 0x98F0;
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gBattle_WIN1V = 0x00A0;
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SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR | WININ_WIN1_BG_ALL | WININ_WIN1_OBJ);
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gBattle_WIN1H = WIN_RANGE(152, DISPLAY_WIDTH);
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gBattle_WIN1V = WIN_RANGE(0, DISPLAY_HEIGHT);
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SetGpuReg(REG_OFFSET_WIN1H, gBattle_WIN0H);
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SetGpuReg(REG_OFFSET_WIN1V, gBattle_WIN0V);
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}
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else
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{
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SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR | WININ_WIN1_BG_ALL | WININ_WIN1_OBJ);
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gBattle_WIN1H = 0x00F0;
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gBattle_WIN1V = 0x78A0;
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SetGpuReg(REG_OFFSET_WIN1H, 0x00F0);
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gBattle_WIN1H = WIN_RANGE(0, DISPLAY_WIDTH);
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gBattle_WIN1V = WIN_RANGE(120, DISPLAY_HEIGHT);
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SetGpuReg(REG_OFFSET_WIN1H, gBattle_WIN1H);
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SetGpuReg(REG_OFFSET_WIN1V, gBattle_WIN1V);
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SetGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_WIN1_ON);
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}
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@@ -1785,13 +1785,13 @@ void AnimTask_RapinSpinMonElevation(u8 taskId)
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{
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var3 = gBattle_BG1_X;
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task->data[8] = var3;
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var4 = var3 + 240;
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var4 = var3 + DISPLAY_WIDTH;
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}
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else
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{
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var3 = gBattle_BG2_X;
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task->data[8] = var3;
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var4 = var3 + 240;
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var4 = var3 + DISPLAY_WIDTH;
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}
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task->data[9] = var4;
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@@ -2807,7 +2807,7 @@ static void AnimSweetScentPetal(struct Sprite *sprite)
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}
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else
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{
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sprite->pos1.x = 240;
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sprite->pos1.x = DISPLAY_WIDTH;
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sprite->pos1.y = gBattleAnimArgs[0] - 30;
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}
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@@ -2824,7 +2824,7 @@ static void AnimSweetScentPetal_Step(struct Sprite *sprite)
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sprite->pos1.x += 5;
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sprite->pos1.y -= 1;
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if (sprite->pos1.x > 240)
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if (sprite->pos1.x > DISPLAY_WIDTH)
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DestroyAnimSprite(sprite);
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sprite->pos2.y = Sin(sprite->data[0] & 0xFF, 16);
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@@ -5049,7 +5049,7 @@ void AnimTask_SnatchOpposingMonMove(u8 taskId)
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subpriority = gSprites[GetAnimBattlerSpriteId(ANIM_TARGET)].subpriority + 1;
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isBackPic = FALSE;
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x = 272;
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x = DISPLAY_WIDTH + 32;
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}
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else
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{
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@@ -5116,7 +5116,7 @@ void AnimTask_SnatchOpposingMonMove(u8 taskId)
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if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER)
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gSprites[spriteId].pos2.x = -gSprites[spriteId].pos1.x - 32;
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else
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gSprites[spriteId].pos2.x = 272 - gSprites[spriteId].pos1.x;
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gSprites[spriteId].pos2.x = DISPLAY_WIDTH + 32 - gSprites[spriteId].pos1.x;
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gTasks[taskId].data[0]++;
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break;
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