Flatten pos fields in struct Sprite
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@@ -239,10 +239,10 @@ static void AnimAcidPoisonBubble_Step(struct Sprite *sprite)
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static void AnimSludgeBombHitParticle(struct Sprite *sprite)
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{
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sprite->data[0] = gBattleAnimArgs[2];
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sprite->data[1] = sprite->pos1.x;
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sprite->data[2] = sprite->pos1.x + gBattleAnimArgs[0];
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sprite->data[3] = sprite->pos1.y;
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sprite->data[4] = sprite->pos1.y + gBattleAnimArgs[1];
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sprite->data[1] = sprite->x;
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sprite->data[2] = sprite->x + gBattleAnimArgs[0];
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sprite->data[3] = sprite->y;
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sprite->data[4] = sprite->y + gBattleAnimArgs[1];
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InitSpriteDataForLinearTranslation(sprite);
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@@ -265,17 +265,17 @@ static void AnimSludgeBombHitParticle_Step(struct Sprite *sprite)
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static void AnimAcidPoisonDroplet(struct Sprite *sprite)
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{
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SetAverageBattlerPositions(gBattleAnimTarget, TRUE, &sprite->pos1.x, &sprite->pos1.y);
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SetAverageBattlerPositions(gBattleAnimTarget, TRUE, &sprite->x, &sprite->y);
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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gBattleAnimArgs[0] = -gBattleAnimArgs[0];
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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[4];
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sprite->data[2] = sprite->pos1.x + gBattleAnimArgs[2];
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sprite->data[4] = sprite->pos1.y + sprite->data[0];
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sprite->data[2] = sprite->x + gBattleAnimArgs[2];
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sprite->data[4] = sprite->y + sprite->data[0];
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sprite->callback = StartAnimLinearTranslation;
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StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
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@@ -295,13 +295,13 @@ static void AnimBubbleEffect(struct Sprite *sprite)
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}
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else
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{
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SetAverageBattlerPositions(gBattleAnimTarget, TRUE, &sprite->pos1.x, &sprite->pos1.y);
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SetAverageBattlerPositions(gBattleAnimTarget, TRUE, &sprite->x, &sprite->y);
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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gBattleAnimArgs[0] = -gBattleAnimArgs[0];
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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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}
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sprite->callback = AnimBubbleEffect_Step;
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@@ -310,9 +310,9 @@ static void AnimBubbleEffect(struct Sprite *sprite)
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static void AnimBubbleEffect_Step(struct Sprite *sprite)
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{
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sprite->data[0] = (sprite->data[0] + 0xB) & 0xFF;
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sprite->pos2.x = Sin(sprite->data[0], 4);
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sprite->x2 = Sin(sprite->data[0], 4);
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sprite->data[1] += 0x30;
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sprite->pos2.y = -(sprite->data[1] >> 8);
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sprite->y2 = -(sprite->data[1] >> 8);
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if (sprite->affineAnimEnded)
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DestroyAnimSprite(sprite);
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