Flatten pos fields in struct Sprite
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@@ -287,18 +287,18 @@ static void AnimUnusedBagSteal_Step(struct Sprite *sprite)
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{
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sprite->data[3] += sprite->data[1];
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sprite->data[4] += sprite->data[2];
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sprite->pos2.x = sprite->data[3] >> 8;
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sprite->pos2.y = sprite->data[4] >> 8;
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sprite->x2 = sprite->data[3] >> 8;
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sprite->y2 = sprite->data[4] >> 8;
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if (sprite->data[7] == 0)
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{
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sprite->data[3] += sprite->data[1];
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sprite->data[4] += sprite->data[2];
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sprite->pos2.x = sprite->data[3] >> 8;
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sprite->pos2.y = sprite->data[4] >> 8;
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sprite->x2 = sprite->data[3] >> 8;
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sprite->y2 = sprite->data[4] >> 8;
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sprite->data[0]--;
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}
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sprite->pos2.y += Sin(sprite->data[5], sprite->data[6]);
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sprite->y2 += Sin(sprite->data[5], sprite->data[6]);
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sprite->data[5] = (sprite->data[5] + 3) & 0xFF;
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if (sprite->data[5] > 0x7F)
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{
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@@ -314,8 +314,8 @@ static void AnimUnusedBagSteal_Step(struct Sprite *sprite)
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// Move sprite inward for Bite/Crunch and Clamp
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static void AnimBite(struct Sprite *sprite)
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{
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sprite->pos1.x += gBattleAnimArgs[0];
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sprite->pos1.y += gBattleAnimArgs[1];
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sprite->x += gBattleAnimArgs[0];
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sprite->y += gBattleAnimArgs[1];
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StartSpriteAffineAnim(sprite, gBattleAnimArgs[2]);
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sprite->data[0] = gBattleAnimArgs[3];
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sprite->data[1] = gBattleAnimArgs[4];
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@@ -327,8 +327,8 @@ static void AnimBite_Step1(struct Sprite *sprite)
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{
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sprite->data[4] += sprite->data[0];
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sprite->data[5] += sprite->data[1];
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sprite->pos2.x = sprite->data[4] >> 8;
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sprite->pos2.y = sprite->data[5] >> 8;
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sprite->x2 = sprite->data[4] >> 8;
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sprite->y2 = sprite->data[5] >> 8;
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if (++sprite->data[3] == sprite->data[2])
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sprite->callback = AnimBite_Step2;
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}
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@@ -337,8 +337,8 @@ static void AnimBite_Step2(struct Sprite *sprite)
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{
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sprite->data[4] -= sprite->data[0];
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sprite->data[5] -= sprite->data[1];
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sprite->pos2.x = sprite->data[4] >> 8;
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sprite->pos2.y = sprite->data[5] >> 8;
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sprite->x2 = sprite->data[4] >> 8;
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sprite->y2 = sprite->data[5] >> 8;
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if (--sprite->data[3] == 0)
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DestroySpriteAndMatrix(sprite);
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}
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@@ -360,30 +360,30 @@ static void AnimTearDrop(struct Sprite *sprite)
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switch (gBattleAnimArgs[1])
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{
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case 0:
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sprite->pos1.x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_RIGHT) - 8;
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sprite->pos1.y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 8;
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sprite->x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_RIGHT) - 8;
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sprite->y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 8;
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break;
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case 1:
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sprite->pos1.x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_RIGHT) - 14;
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sprite->pos1.y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 16;
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sprite->x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_RIGHT) - 14;
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sprite->y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 16;
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break;
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case 2:
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sprite->pos1.x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_LEFT) + 8;
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sprite->pos1.y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 8;
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sprite->x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_LEFT) + 8;
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sprite->y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 8;
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StartSpriteAffineAnim(sprite, 1);
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xOffset = -20;
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break;
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case 3:
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sprite->pos1.x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_LEFT) + 14;
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sprite->pos1.y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 16;
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sprite->x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_LEFT) + 14;
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sprite->y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 16;
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StartSpriteAffineAnim(sprite, 1);
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xOffset = -20;
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break;
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}
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sprite->data[0] = 32;
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sprite->data[2] = sprite->pos1.x + xOffset;
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sprite->data[4] = sprite->pos1.y + 12;
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sprite->data[2] = sprite->x + xOffset;
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sprite->data[4] = sprite->y + 12;
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sprite->data[5] = -12;
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InitAnimArcTranslation(sprite);
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@@ -798,8 +798,8 @@ void sub_8114470(u8 taskId)
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// Animates a deep slash from a claw. Used by Metal Claw, Dragon Claw, and Crush Claw
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static void AnimClawSlash(struct Sprite *sprite)
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{
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sprite->pos1.x += gBattleAnimArgs[0];
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sprite->pos1.y += gBattleAnimArgs[1];
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sprite->x += gBattleAnimArgs[0];
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sprite->y += gBattleAnimArgs[1];
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StartSpriteAnim(sprite, gBattleAnimArgs[2]);
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sprite->callback = RunStoredCallbackWhenAnimEnds;
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StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
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@@ -865,8 +865,8 @@ void AnimTask_MetallicShine(u8 taskId)
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AnimLoadCompressedBgGfx(animBg.bgId, gMetalShineGfx, animBg.tilesOffset);
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LoadCompressedPalette(gMetalShinePalette, animBg.paletteId * 16, 32);
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gBattle_BG1_X = -gSprites[spriteId].pos1.x + 96;
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gBattle_BG1_Y = -gSprites[spriteId].pos1.y + 32;
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gBattle_BG1_X = -gSprites[spriteId].x + 96;
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gBattle_BG1_Y = -gSprites[spriteId].y + 32;
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paletteNum = 16 + gSprites[spriteId].oam.paletteNum;
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if (gBattleAnimArgs[1] == 0)
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