Flatten pos fields in struct Sprite
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@@ -141,8 +141,8 @@ const struct SpriteTemplate gDirtMoundSpriteTemplate =
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// a boomerang. After hitting the target mon, it comes back to the user.
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static void AnimBonemerangProjectile(struct Sprite *sprite)
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{
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sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
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sprite->data[0] = 20;
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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@@ -155,10 +155,10 @@ static void AnimBonemerangProjectile_Step(struct Sprite *sprite)
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{
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if (TranslateAnimHorizontalArc(sprite))
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{
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sprite->pos1.x += sprite->pos2.x;
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sprite->pos1.y += sprite->pos2.y;
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sprite->pos2.y = 0;
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sprite->pos2.x = 0;
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sprite->x += sprite->x2;
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sprite->y += sprite->y2;
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sprite->y2 = 0;
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sprite->x2 = 0;
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sprite->data[0] = 20;
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
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@@ -234,16 +234,16 @@ static void AnimMudSportDirt(struct Sprite *sprite)
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sprite->oam.tileNum++;
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if (gBattleAnimArgs[0] == 0)
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{
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sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + gBattleAnimArgs[1];
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sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[2];
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + gBattleAnimArgs[1];
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[2];
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sprite->data[0] = gBattleAnimArgs[1] > 0 ? 1 : -1;
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sprite->callback = AnimMudSportDirtRising;
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}
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else
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{
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sprite->pos1.x = gBattleAnimArgs[1];
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sprite->pos1.y = gBattleAnimArgs[2];
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sprite->pos2.y = -gBattleAnimArgs[2];
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sprite->x = gBattleAnimArgs[1];
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sprite->y = gBattleAnimArgs[2];
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sprite->y2 = -gBattleAnimArgs[2];
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sprite->callback = AnimMudSportDirtFalling;
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}
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}
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@@ -253,11 +253,11 @@ static void AnimMudSportDirtRising(struct Sprite *sprite)
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if (++sprite->data[1] > 1)
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{
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sprite->data[1] = 0;
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sprite->pos1.x += sprite->data[0];
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sprite->x += sprite->data[0];
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}
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sprite->pos1.y -= 4;
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if (sprite->pos1.y < -4)
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sprite->y -= 4;
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if (sprite->y < -4)
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DestroyAnimSprite(sprite);
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}
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@@ -266,10 +266,10 @@ static void AnimMudSportDirtFalling(struct Sprite *sprite)
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switch (sprite->data[0])
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{
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case 0:
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sprite->pos2.y += 4;
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if (sprite->pos2.y >= 0)
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sprite->y2 += 4;
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if (sprite->y2 >= 0)
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{
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sprite->pos2.y = 0;
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sprite->y2 = 0;
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sprite->data[0]++;
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}
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break;
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@@ -353,7 +353,7 @@ static void AnimTask_DigBounceMovement(u8 taskId)
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else
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gBattle_BG2_Y = task->data[13] - task->data[5];
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gSprites[task->data[10]].pos2.x = DISPLAY_WIDTH + 32 - gSprites[task->data[10]].pos1.x;
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gSprites[task->data[10]].x2 = DISPLAY_WIDTH + 32 - gSprites[task->data[10]].x;
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task->data[0]++;
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}
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break;
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@@ -372,8 +372,8 @@ static void AnimTask_DigEndBounceMovementSetInvisible(u8 taskId)
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{
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u8 spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER);
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gSprites[spriteId].invisible = TRUE;
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gSprites[spriteId].pos2.x = 0;
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gSprites[spriteId].pos2.y = 0;
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gSprites[spriteId].x2 = 0;
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gSprites[spriteId].y2 = 0;
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if (GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker) == 1)
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gBattle_BG1_Y = 0;
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@@ -404,8 +404,8 @@ static void AnimTask_DigSetVisibleUnderground(u8 taskId)
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case 0:
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task->data[10] = GetAnimBattlerSpriteId(ANIM_ATTACKER);
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gSprites[task->data[10]].invisible = FALSE;
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gSprites[task->data[10]].pos2.x = 0;
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gSprites[task->data[10]].pos2.y = DISPLAY_HEIGHT - gSprites[task->data[10]].pos1.y;
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gSprites[task->data[10]].x2 = 0;
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gSprites[task->data[10]].y2 = DISPLAY_HEIGHT - gSprites[task->data[10]].y;
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task->data[0]++;
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break;
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case 1:
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@@ -438,12 +438,12 @@ static void AnimTask_DigRiseUpFromHole(u8 taskId)
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task->data[0]++;
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break;
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case 2:
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gSprites[task->data[10]].pos2.y = 96;
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gSprites[task->data[10]].y2 = 96;
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task->data[0]++;
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break;
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case 3:
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gSprites[task->data[10]].pos2.y -= 8;
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if (gSprites[task->data[10]].pos2.y == 0)
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gSprites[task->data[10]].y2 -= 8;
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if (gSprites[task->data[10]].y2 == 0)
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{
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gScanlineEffect.state = 3;
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task->data[0]++;
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@@ -518,11 +518,11 @@ void AnimDirtPlumeParticle(struct Sprite *sprite)
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gBattleAnimArgs[2] *= -1;
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}
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sprite->pos1.x = GetBattlerSpriteCoord(battler, 2) + xOffset;
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sprite->pos1.y = GetBattlerYCoordWithElevation(battler) + 30;
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sprite->x = GetBattlerSpriteCoord(battler, 2) + xOffset;
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sprite->y = GetBattlerYCoordWithElevation(battler) + 30;
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sprite->data[0] = gBattleAnimArgs[5];
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sprite->data[2] = sprite->pos1.x + gBattleAnimArgs[2];
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sprite->data[4] = sprite->pos1.y + gBattleAnimArgs[3];
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sprite->data[2] = sprite->x + gBattleAnimArgs[2];
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sprite->data[4] = sprite->y + gBattleAnimArgs[3];
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sprite->data[5] = gBattleAnimArgs[4];
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InitAnimArcTranslation(sprite);
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sprite->callback = AnimDirtPlumeParticle_Step;
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@@ -549,8 +549,8 @@ static void AnimDigDirtMound(struct Sprite *sprite)
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else
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battler = gBattleAnimTarget;
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sprite->pos1.x = GetBattlerSpriteCoord(battler, 0) - 16 + (gBattleAnimArgs[1] * 32);
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sprite->pos1.y = GetBattlerYCoordWithElevation(battler) + 32;
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sprite->x = GetBattlerSpriteCoord(battler, 0) - 16 + (gBattleAnimArgs[1] * 32);
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sprite->y = GetBattlerYCoordWithElevation(battler) + 32;
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sprite->oam.tileNum += gBattleAnimArgs[1] * 8;
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StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
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sprite->data[0] = gBattleAnimArgs[2];
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@@ -698,7 +698,7 @@ static void AnimTask_ShakeBattlers(u8 taskId)
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break;
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case 2:
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for (i = 0; i < task->tNumBattlers; i++)
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gSprites[task->tbattlerSpriteIds(i)].pos2.x = 0;
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gSprites[task->tbattlerSpriteIds(i)].x2 = 0;
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DestroyAnimVisualTask(taskId);
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break;
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@@ -717,7 +717,7 @@ static void SetBattlersXOffsetForShake(struct Task *task)
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for (i = 0; i < task->tNumBattlers; i++)
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{
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gSprites[task->tbattlerSpriteIds(i)].pos2.x = xOffset;
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gSprites[task->tbattlerSpriteIds(i)].x2 = xOffset;
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}
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}
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