Flatten pos fields in struct Sprite
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@@ -261,8 +261,8 @@ const struct SpriteTemplate gPersistHitSplatSpriteTemplate =
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// arg 4: duration
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static void AnimConfusionDuck(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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sprite->data[0] = gBattleAnimArgs[2];
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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{
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@@ -283,8 +283,8 @@ static void AnimConfusionDuck(struct Sprite *sprite)
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static void AnimConfusionDuck_Step(struct Sprite *sprite)
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{
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sprite->pos2.x = Cos(sprite->data[0], 30);
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sprite->pos2.y = Sin(sprite->data[0], 10);
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sprite->x2 = Cos(sprite->data[0], 30);
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sprite->y2 = Sin(sprite->data[0], 10);
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if ((u16)sprite->data[0] < 128)
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sprite->oam.priority = 1;
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@@ -400,8 +400,8 @@ static void AnimComplexPaletteBlend_Step2(struct Sprite *sprite)
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static void AnimCirclingSparkle(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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sprite->data[0] = 0;
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sprite->data[1] = 10;
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sprite->data[2] = 8;
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@@ -971,8 +971,8 @@ static void AnimHitSplatRandom(struct Sprite *sprite)
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else
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InitSpritePosToAnimTarget(sprite, FALSE);
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sprite->pos2.x += (Random2() % 48) - 24;
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sprite->pos2.y += (Random2() % 24) - 12;
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sprite->x2 += (Random2() % 48) - 24;
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sprite->y2 += (Random2() % 24) - 12;
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StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
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sprite->callback = RunStoredCallbackWhenAffineAnimEnds;
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@@ -981,10 +981,10 @@ static void AnimHitSplatRandom(struct Sprite *sprite)
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static void AnimHitSplatOnMonEdge(struct Sprite *sprite)
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{
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sprite->data[0] = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
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sprite->pos1.x = gSprites[sprite->data[0]].pos1.x + gSprites[sprite->data[0]].pos2.x;
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sprite->pos1.y = gSprites[sprite->data[0]].pos1.y + gSprites[sprite->data[0]].pos2.y;
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sprite->pos2.x = gBattleAnimArgs[1];
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sprite->pos2.y = gBattleAnimArgs[2];
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sprite->x = gSprites[sprite->data[0]].x + gSprites[sprite->data[0]].x2;
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sprite->y = gSprites[sprite->data[0]].y + gSprites[sprite->data[0]].y2;
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sprite->x2 = gBattleAnimArgs[1];
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sprite->y2 = gBattleAnimArgs[2];
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StartSpriteAffineAnim(sprite, gBattleAnimArgs[3]);
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StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
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sprite->callback = RunStoredCallbackWhenAffineAnimEnds;
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