Flatten pos fields in struct Sprite
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@@ -286,7 +286,7 @@ static u8 Task_FlashingCircleImpacts(u8 battlerId, bool8 red)
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gTasks[taskId].data[1] = RGB_RED;
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for (i = 0; i < 10; i++)
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{
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spriteId = CreateSprite(&sFlashingCircleImpactSpriteTemplate, gSprites[battlerSpriteId].pos1.x, gSprites[battlerSpriteId].pos1.y + 32, 0);
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spriteId = CreateSprite(&sFlashingCircleImpactSpriteTemplate, gSprites[battlerSpriteId].x, gSprites[battlerSpriteId].y + 32, 0);
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gSprites[spriteId].data[0] = i * 51;
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gSprites[spriteId].data[1] = -256;
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gSprites[spriteId].invisible = TRUE;
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@@ -299,7 +299,7 @@ static u8 Task_FlashingCircleImpacts(u8 battlerId, bool8 red)
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gTasks[taskId].data[1] = RGB_BLUE;
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for (i = 0; i < 10; i++)
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{
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spriteId = CreateSprite(&sFlashingCircleImpactSpriteTemplate, gSprites[battlerSpriteId].pos1.x, gSprites[battlerSpriteId].pos1.y - 32, 0);
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spriteId = CreateSprite(&sFlashingCircleImpactSpriteTemplate, gSprites[battlerSpriteId].x, gSprites[battlerSpriteId].y - 32, 0);
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gSprites[spriteId].data[0] = i * 51;
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gSprites[spriteId].data[1] = 256;
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gSprites[spriteId].invisible = TRUE;
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@@ -360,15 +360,15 @@ static void AnimFlashingCircleImpact(struct Sprite *sprite)
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static void AnimFlashingCircleImpact_Step(struct Sprite *sprite)
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{
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sprite->pos2.x = Cos(sprite->data[0], 32);
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sprite->pos2.y = Sin(sprite->data[0], 8);
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sprite->x2 = Cos(sprite->data[0], 32);
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sprite->y2 = Sin(sprite->data[0], 8);
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if (sprite->data[0] < 128)
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sprite->subpriority = 29;
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else
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sprite->subpriority = 31;
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sprite->data[0] = (sprite->data[0] + 8) & 0xFF;
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sprite->data[5] += sprite->data[1];
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sprite->pos2.y += sprite->data[5] >> 8;
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sprite->y2 += sprite->data[5] >> 8;
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sprite->data[2]++;
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if (sprite->data[2] == 52)
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{
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