Flatten pos fields in struct Sprite
This commit is contained in:
@@ -459,11 +459,11 @@ const struct SpriteTemplate gShockWaveProgressingBoltSpriteTemplate =
|
||||
static void AnimLightning(struct Sprite *sprite)
|
||||
{
|
||||
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
||||
sprite->pos1.x -= gBattleAnimArgs[0];
|
||||
sprite->x -= gBattleAnimArgs[0];
|
||||
else
|
||||
sprite->pos1.x += gBattleAnimArgs[0];
|
||||
sprite->x += gBattleAnimArgs[0];
|
||||
|
||||
sprite->pos1.y += gBattleAnimArgs[1];
|
||||
sprite->y += gBattleAnimArgs[1];
|
||||
sprite->callback = AnimLightning_Step;
|
||||
}
|
||||
|
||||
@@ -476,9 +476,9 @@ static void AnimLightning_Step(struct Sprite *sprite)
|
||||
static void AnimUnusedSpinningFist(struct Sprite *sprite)
|
||||
{
|
||||
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
||||
sprite->pos1.x -= gBattleAnimArgs[0];
|
||||
sprite->x -= gBattleAnimArgs[0];
|
||||
else
|
||||
sprite->pos1.x += gBattleAnimArgs[0];
|
||||
sprite->x += gBattleAnimArgs[0];
|
||||
|
||||
sprite->callback = AnimUnusedSpinningFist_Step;
|
||||
}
|
||||
@@ -491,18 +491,18 @@ static void AnimUnusedSpinningFist_Step(struct Sprite *sprite)
|
||||
|
||||
static void AnimUnusedCirclingShock(struct Sprite *sprite)
|
||||
{
|
||||
sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
|
||||
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
||||
{
|
||||
sprite->pos1.x -= gBattleAnimArgs[0];
|
||||
sprite->pos1.y -= gBattleAnimArgs[1];
|
||||
sprite->x -= gBattleAnimArgs[0];
|
||||
sprite->y -= gBattleAnimArgs[1];
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->pos1.x += gBattleAnimArgs[0];
|
||||
sprite->pos1.y += gBattleAnimArgs[1];
|
||||
sprite->x += gBattleAnimArgs[0];
|
||||
sprite->y += gBattleAnimArgs[1];
|
||||
}
|
||||
sprite->data[0] = 0;
|
||||
sprite->data[1] = gBattleAnimArgs[2];
|
||||
@@ -543,17 +543,17 @@ static void AnimSparkElectricity(struct Sprite *sprite)
|
||||
|
||||
if (gBattleAnimArgs[5] == 0)
|
||||
{
|
||||
sprite->pos1.x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X);
|
||||
sprite->pos1.y = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y);
|
||||
sprite->x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->pos1.x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2);
|
||||
sprite->pos1.y = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
}
|
||||
|
||||
sprite->pos2.x = (gSineTable[gBattleAnimArgs[0]] * gBattleAnimArgs[1]) >> 8;
|
||||
sprite->pos2.y = (gSineTable[gBattleAnimArgs[0] + 64] * gBattleAnimArgs[1]) >> 8;
|
||||
sprite->x2 = (gSineTable[gBattleAnimArgs[0]] * gBattleAnimArgs[1]) >> 8;
|
||||
sprite->y2 = (gSineTable[gBattleAnimArgs[0] + 64] * gBattleAnimArgs[1]) >> 8;
|
||||
|
||||
if (gBattleAnimArgs[6] & 1)
|
||||
sprite->oam.priority = GetBattlerSpriteBGPriority(battler) + 1;
|
||||
@@ -573,9 +573,9 @@ static void AnimZapCannonSpark(struct Sprite *sprite)
|
||||
{
|
||||
InitSpritePosToAnimAttacker(sprite, 1);
|
||||
sprite->data[0] = gBattleAnimArgs[3];
|
||||
sprite->data[1] = sprite->pos1.x;
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[3] = sprite->pos1.y;
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
InitAnimLinearTranslation(sprite);
|
||||
sprite->data[5] = gBattleAnimArgs[2];
|
||||
@@ -590,8 +590,8 @@ static void AnimZapCannonSpark_Step(struct Sprite *sprite)
|
||||
{
|
||||
if (!AnimTranslateLinear(sprite))
|
||||
{
|
||||
sprite->pos2.x += Sin(sprite->data[7], sprite->data[5]);
|
||||
sprite->pos2.y += Cos(sprite->data[7], sprite->data[5]);
|
||||
sprite->x2 += Sin(sprite->data[7], sprite->data[5]);
|
||||
sprite->y2 += Cos(sprite->data[7], sprite->data[5]);
|
||||
sprite->data[7] = (sprite->data[7] + sprite->data[6]) & 0xFF;
|
||||
if(!(sprite->data[7] % 3))
|
||||
sprite->invisible ^= 1;
|
||||
@@ -616,8 +616,8 @@ static void AnimThunderboltOrb(struct Sprite *sprite)
|
||||
if (IsContest() || GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER)
|
||||
gBattleAnimArgs[1] = -gBattleAnimArgs[1];
|
||||
|
||||
sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[1];
|
||||
sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[2];
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[1];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[2];
|
||||
sprite->data[3] = gBattleAnimArgs[0];
|
||||
sprite->data[4] = gBattleAnimArgs[3];
|
||||
sprite->data[5] = gBattleAnimArgs[3];
|
||||
@@ -637,8 +637,8 @@ static void AnimSparkElectricityFlashing(struct Sprite *sprite)
|
||||
if (IsContest() || GetBattlerSide(battler) == B_SIDE_PLAYER)
|
||||
gBattleAnimArgs[0] = -gBattleAnimArgs[0];
|
||||
|
||||
sprite->pos1.x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2) + gBattleAnimArgs[0];
|
||||
sprite->pos1.y = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[1];
|
||||
sprite->x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2) + gBattleAnimArgs[0];
|
||||
sprite->y = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[1];
|
||||
|
||||
sprite->data[4] = gBattleAnimArgs[7] & 0x7FFF;
|
||||
sprite->data[5] = gBattleAnimArgs[2];
|
||||
@@ -652,8 +652,8 @@ static void AnimSparkElectricityFlashing(struct Sprite *sprite)
|
||||
|
||||
static void AnimSparkElectricityFlashing_Step(struct Sprite *sprite)
|
||||
{
|
||||
sprite->pos2.x = Sin(sprite->data[7], sprite->data[5]);
|
||||
sprite->pos2.y = Cos(sprite->data[7], sprite->data[5]);
|
||||
sprite->x2 = Sin(sprite->data[7], sprite->data[5]);
|
||||
sprite->y2 = Cos(sprite->data[7], sprite->data[5]);
|
||||
|
||||
sprite->data[7] = (sprite->data[7] + sprite->data[6]) & 0xFF;
|
||||
if (sprite->data[7] % sprite->data[4] == 0)
|
||||
@@ -778,9 +778,9 @@ static void AnimThunderWave(struct Sprite *sprite)
|
||||
{
|
||||
u8 spriteId;
|
||||
|
||||
sprite->pos1.x += gBattleAnimArgs[0];
|
||||
sprite->pos1.y += gBattleAnimArgs[1];
|
||||
spriteId = CreateSprite(&gThunderWaveSpriteTemplate, sprite->pos1.x + 32, sprite->pos1.y, sprite->subpriority);
|
||||
sprite->x += gBattleAnimArgs[0];
|
||||
sprite->y += gBattleAnimArgs[1];
|
||||
spriteId = CreateSprite(&gThunderWaveSpriteTemplate, sprite->x + 32, sprite->y, sprite->subpriority);
|
||||
gSprites[spriteId].oam.tileNum += 8;
|
||||
gAnimVisualTaskCount++;
|
||||
gSprites[spriteId].callback = AnimThunderWave_Step;
|
||||
@@ -840,13 +840,13 @@ static void AnimTask_ElectricChargingParticles_Step(u8 taskId)
|
||||
if (spriteId != MAX_SPRITES)
|
||||
{
|
||||
struct Sprite *sprite = &gSprites[spriteId];
|
||||
sprite->pos1.x += sElectricChargingParticleCoordOffsets[task->data[9]][0];
|
||||
sprite->pos1.y += sElectricChargingParticleCoordOffsets[task->data[9]][1];
|
||||
sprite->x += sElectricChargingParticleCoordOffsets[task->data[9]][0];
|
||||
sprite->y += sElectricChargingParticleCoordOffsets[task->data[9]][1];
|
||||
|
||||
sprite->data[0] = 40 - task->data[8] * 5;
|
||||
sprite->data[1] = sprite->pos1.x;
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = task->data[14];
|
||||
sprite->data[3] = sprite->pos1.y;
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = task->data[15];
|
||||
sprite->data[5] = taskId;
|
||||
|
||||
@@ -892,13 +892,13 @@ static void AnimGrowingChargeOrb(struct Sprite *sprite)
|
||||
{
|
||||
if (gBattleAnimArgs[0] == ANIM_ATTACKER)
|
||||
{
|
||||
sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
}
|
||||
|
||||
StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
|
||||
@@ -910,17 +910,17 @@ static void AnimElectricPuff(struct Sprite *sprite)
|
||||
{
|
||||
if (gBattleAnimArgs[0] == ANIM_ATTACKER)
|
||||
{
|
||||
sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
}
|
||||
|
||||
sprite->pos2.x = gBattleAnimArgs[1];
|
||||
sprite->pos2.y = gBattleAnimArgs[2];
|
||||
sprite->x2 = gBattleAnimArgs[1];
|
||||
sprite->y2 = gBattleAnimArgs[2];
|
||||
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
|
||||
sprite->callback = RunStoredCallbackWhenAnimEnds;
|
||||
}
|
||||
@@ -929,8 +929,8 @@ static void AnimElectricPuff(struct Sprite *sprite)
|
||||
static void AnimVoltTackleOrbSlide(struct Sprite *sprite)
|
||||
{
|
||||
StartSpriteAffineAnim(sprite, 1);
|
||||
sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[6] = GetAnimBattlerSpriteId(ANIM_ATTACKER);
|
||||
sprite->data[7] = 16;
|
||||
|
||||
@@ -949,9 +949,9 @@ static void AnimVoltTackleOrbSlide_Step(struct Sprite *sprite)
|
||||
sprite->data[0]++;
|
||||
break;
|
||||
case 1:
|
||||
sprite->pos1.x += sprite->data[7];
|
||||
gSprites[sprite->data[6]].pos2.x += sprite->data[7];
|
||||
if ((u16)(sprite->pos1.x + 80) > 400)
|
||||
sprite->x += sprite->data[7];
|
||||
gSprites[sprite->data[6]].x2 += sprite->data[7];
|
||||
if ((u16)(sprite->x + 80) > 400)
|
||||
DestroySpriteAndMatrix(sprite);
|
||||
}
|
||||
}
|
||||
@@ -976,7 +976,7 @@ void AnimTask_VoltTackleAttackerReappear(u8 taskId)
|
||||
task->data[13] = -2;
|
||||
}
|
||||
|
||||
gSprites[task->data[15]].pos2.x = task->data[14];
|
||||
gSprites[task->data[15]].x2 = task->data[14];
|
||||
task->data[0]++;
|
||||
break;
|
||||
case 1:
|
||||
@@ -988,7 +988,7 @@ void AnimTask_VoltTackleAttackerReappear(u8 taskId)
|
||||
if (task->data[14])
|
||||
{
|
||||
task->data[14] += task->data[13];
|
||||
gSprites[task->data[15]].pos2.x = task->data[14];
|
||||
gSprites[task->data[15]].x2 = task->data[14];
|
||||
}
|
||||
else
|
||||
task->data[0]++;
|
||||
@@ -1131,8 +1131,8 @@ static void AnimGrowingShockWaveOrb(struct Sprite *sprite)
|
||||
switch (sprite->data[0])
|
||||
{
|
||||
case 0:
|
||||
sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
StartSpriteAffineAnim(sprite, 2);
|
||||
sprite->data[0]++;
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user