Flatten pos fields in struct Sprite
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@@ -297,10 +297,10 @@ const struct SpriteTemplate gWeatherBallRockDownSpriteTemplate =
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static void AnimFallingRock(struct Sprite *sprite)
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{
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if (gBattleAnimArgs[3] != 0)
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SetAverageBattlerPositions(gBattleAnimTarget, 0, &sprite->pos1.x, &sprite->pos1.y);
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SetAverageBattlerPositions(gBattleAnimTarget, 0, &sprite->x, &sprite->y);
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sprite->pos1.x += gBattleAnimArgs[0];
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sprite->pos1.y += 14;
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sprite->x += gBattleAnimArgs[0];
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sprite->y += 14;
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StartSpriteAnim(sprite, gBattleAnimArgs[1]);
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AnimateSprite(sprite);
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@@ -319,7 +319,7 @@ static void AnimFallingRock(struct Sprite *sprite)
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static void AnimFallingRock_Step(struct Sprite *sprite)
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{
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sprite->pos1.x += sprite->data[5];
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sprite->x += sprite->data[5];
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sprite->data[0] = 192;
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sprite->data[1] = sprite->data[5];
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@@ -339,17 +339,17 @@ static void AnimRockFragment(struct Sprite *sprite)
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AnimateSprite(sprite);
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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sprite->pos1.x -= gBattleAnimArgs[0];
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sprite->x -= gBattleAnimArgs[0];
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else
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sprite->pos1.x += gBattleAnimArgs[0];
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sprite->x += gBattleAnimArgs[0];
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sprite->pos1.y += gBattleAnimArgs[1];
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sprite->y += gBattleAnimArgs[1];
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sprite->data[0] = gBattleAnimArgs[4];
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sprite->data[1] = sprite->pos1.x;
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sprite->data[2] = sprite->pos1.x + gBattleAnimArgs[2];
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sprite->data[3] = sprite->pos1.y;
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sprite->data[4] = sprite->pos1.y + gBattleAnimArgs[3];
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sprite->data[1] = sprite->x;
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sprite->data[2] = sprite->x + gBattleAnimArgs[2];
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sprite->data[3] = sprite->y;
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sprite->data[4] = sprite->y + gBattleAnimArgs[3];
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InitSpriteDataForLinearTranslation(sprite);
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sprite->data[3] = 0;
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@@ -378,8 +378,8 @@ static void AnimParticleInVortex(struct Sprite *sprite)
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static void AnimParticleInVortex_Step(struct Sprite *sprite)
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{
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sprite->data[4] += sprite->data[1];
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sprite->pos2.y = -(sprite->data[4] >> 8);
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sprite->pos2.x = Sin(sprite->data[5], sprite->data[3]);
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sprite->y2 = -(sprite->data[4] >> 8);
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sprite->x2 = Sin(sprite->data[5], sprite->data[3]);
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sprite->data[5] = (sprite->data[5] + sprite->data[2]) & 0xFF;
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if (--sprite->data[0] == -1)
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@@ -496,17 +496,17 @@ static void AnimFlyingSandCrescent(struct Sprite *sprite)
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{
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if (gBattleAnimArgs[3] != 0 && GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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{
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sprite->pos1.x = DISPLAY_WIDTH + 64;
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sprite->x = DISPLAY_WIDTH + 64;
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gBattleAnimArgs[1] = -gBattleAnimArgs[1];
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sprite->data[5] = 1;
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sprite->oam.matrixNum = ST_OAM_HFLIP;
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}
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else
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{
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sprite->pos1.x = -64;
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sprite->x = -64;
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}
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sprite->pos1.y = gBattleAnimArgs[0];
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sprite->y = gBattleAnimArgs[0];
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SetSubspriteTables(sprite, sFlyingSandSubspriteTable);
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sprite->data[1] = gBattleAnimArgs[1];
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sprite->data[2] = gBattleAnimArgs[2];
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@@ -516,19 +516,19 @@ static void AnimFlyingSandCrescent(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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sprite->data[3] &= 0xFF;
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sprite->data[4] &= 0xFF;
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if (sprite->data[5] == 0)
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{
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if (sprite->pos1.x + sprite->pos2.x > DISPLAY_WIDTH + 32)
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if (sprite->x + sprite->x2 > DISPLAY_WIDTH + 32)
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{
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sprite->callback = DestroyAnimSprite;
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}
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}
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else if (sprite->pos1.x + sprite->pos2.x < -32)
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else if (sprite->x + sprite->x2 < -32)
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{
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sprite->callback = DestroyAnimSprite;
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}
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@@ -547,8 +547,8 @@ static void AnimRaiseSprite(struct Sprite *sprite)
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InitSpritePosToAnimAttacker(sprite, 0);
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sprite->data[0] = gBattleAnimArgs[3];
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sprite->data[2] = sprite->pos1.x;
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sprite->data[4] = sprite->pos1.y + gBattleAnimArgs[2];
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sprite->data[2] = sprite->x;
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sprite->data[4] = sprite->y + gBattleAnimArgs[2];
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sprite->callback = StartAnimLinearTranslation;
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StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
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@@ -618,8 +618,8 @@ static void AnimTask_Rollout_Step(u8 taskId)
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case 0:
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task->data[6] -= task->data[4];
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task->data[7] -= task->data[5];
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gSprites[task->data[15]].pos2.x = task->data[6] >> 3;
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gSprites[task->data[15]].pos2.y = task->data[7] >> 3;
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gSprites[task->data[15]].x2 = task->data[6] >> 3;
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gSprites[task->data[15]].y2 = task->data[7] >> 3;
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if (++task->data[9] == 10)
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{
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@@ -646,8 +646,8 @@ static void AnimTask_Rollout_Step(u8 taskId)
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task->data[0]++;
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}
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gSprites[task->data[15]].pos2.x = task->data[6] >> 3;
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gSprites[task->data[15]].pos2.y = task->data[7] >> 3;
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gSprites[task->data[15]].x2 = task->data[6] >> 3;
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gSprites[task->data[15]].y2 = task->data[7] >> 3;
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break;
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case 3:
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task->data[2] += task->data[4];
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@@ -748,7 +748,7 @@ static void AnimRockTomb(struct Sprite *sprite)
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{
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StartSpriteAnim(sprite, gBattleAnimArgs[4]);
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sprite->pos2.x = gBattleAnimArgs[0];
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sprite->x2 = gBattleAnimArgs[0];
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sprite->data[2] = gBattleAnimArgs[1];
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sprite->data[3] -= gBattleAnimArgs[2];
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sprite->data[0] = 3;
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@@ -762,7 +762,7 @@ static void AnimRockTomb_Step(struct Sprite *sprite)
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sprite->invisible = FALSE;
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if (sprite->data[3] != 0)
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{
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sprite->pos2.y = sprite->data[2] + sprite->data[3];
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sprite->y2 = sprite->data[2] + sprite->data[3];
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sprite->data[3] += sprite->data[0];
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sprite->data[0]++;
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if (sprite->data[3] > 0)
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@@ -787,10 +787,10 @@ static void AnimRockBlastRock(struct Sprite *sprite)
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static void AnimRockScatter(struct Sprite *sprite)
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{
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sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
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sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
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sprite->pos1.x += gBattleAnimArgs[0];
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sprite->pos1.y += gBattleAnimArgs[1];
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sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
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sprite->x += gBattleAnimArgs[0];
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sprite->y += gBattleAnimArgs[1];
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sprite->data[1] = gBattleAnimArgs[0];
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sprite->data[2] = gBattleAnimArgs[1];
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@@ -806,8 +806,8 @@ static void AnimRockScatter_Step(struct Sprite *sprite)
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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] / 40;
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sprite->pos2.y -= Sin(sprite->data[0], sprite->data[5]);
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sprite->x2 += sprite->data[3] / 40;
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sprite->y2 -= Sin(sprite->data[0], sprite->data[5]);
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if (sprite->data[0] > 140)
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DestroyAnimSprite(sprite);
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