Flatten pos fields in struct Sprite
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@@ -229,7 +229,7 @@ static void PlayerBufferRunCommand(void)
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static void CompleteOnBankSpritePosX_0(void)
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{
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if (gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.x == 0)
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if (gSprites[gBattlerSpriteIds[gActiveBattler]].x2 == 0)
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PlayerBufferExecCompleted();
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}
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@@ -1316,7 +1316,7 @@ static void DestroyExpTaskAndCompleteOnInactiveTextPrinter(u8 taskId)
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static void FreeMonSpriteAfterFaintAnim(void)
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{
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if (gSprites[gBattlerSpriteIds[gActiveBattler]].pos1.y + gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.y > DISPLAY_HEIGHT)
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if (gSprites[gBattlerSpriteIds[gActiveBattler]].y + gSprites[gBattlerSpriteIds[gActiveBattler]].y2 > DISPLAY_HEIGHT)
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{
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u16 species = GetMonData(&gPlayerParty[gBattlerPartyIndexes[gActiveBattler]], MON_DATA_SPECIES);
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@@ -2328,8 +2328,8 @@ static void PlayerHandleDrawTrainerPic(void)
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gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate, xPos, yPos, GetBattlerSpriteSubpriority(gActiveBattler));
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gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = IndexOfSpritePaletteTag(gTrainerFrontPicPaletteTable[trainerPicId].tag);
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gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.x = DISPLAY_WIDTH;
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gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.y = 48;
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gSprites[gBattlerSpriteIds[gActiveBattler]].x2 = DISPLAY_WIDTH;
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gSprites[gBattlerSpriteIds[gActiveBattler]].y2 = 48;
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gSprites[gBattlerSpriteIds[gActiveBattler]].sSpeedX = -2;
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gSprites[gBattlerSpriteIds[gActiveBattler]].callback = SpriteCB_TrainerSlideIn;
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gSprites[gBattlerSpriteIds[gActiveBattler]].oam.affineMode = ST_OAM_AFFINE_OFF;
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@@ -2343,7 +2343,7 @@ static void PlayerHandleDrawTrainerPic(void)
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gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate, xPos, yPos, GetBattlerSpriteSubpriority(gActiveBattler));
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gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = gActiveBattler;
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gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.x = DISPLAY_WIDTH;
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gSprites[gBattlerSpriteIds[gActiveBattler]].x2 = DISPLAY_WIDTH;
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gSprites[gBattlerSpriteIds[gActiveBattler]].sSpeedX = -2;
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gSprites[gBattlerSpriteIds[gActiveBattler]].callback = SpriteCB_TrainerSlideIn;
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}
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@@ -2382,7 +2382,7 @@ static void PlayerHandleTrainerSlide(void)
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gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate, 80, (8 - gTrainerBackPicCoords[trainerPicId].size) * 4 + 80, 30);
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gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = gActiveBattler;
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gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.x = -96;
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gSprites[gBattlerSpriteIds[gActiveBattler]].x2 = -96;
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gSprites[gBattlerSpriteIds[gActiveBattler]].sSpeedX = 2;
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gSprites[gBattlerSpriteIds[gActiveBattler]].callback = SpriteCB_TrainerSlideIn;
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@@ -2396,7 +2396,7 @@ static void PlayerHandleTrainerSlideBack(void)
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SetSpritePrimaryCoordsFromSecondaryCoords(&gSprites[gBattlerSpriteIds[gActiveBattler]]);
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[0] = 50;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[2] = -40;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[4] = gSprites[gBattlerSpriteIds[gActiveBattler]].pos1.y;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[4] = gSprites[gBattlerSpriteIds[gActiveBattler]].y;
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gSprites[gBattlerSpriteIds[gActiveBattler]].callback = StartAnimLinearTranslation;
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StoreSpriteCallbackInData6(&gSprites[gBattlerSpriteIds[gActiveBattler]], SpriteCallbackDummy);
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StartSpriteAnim(&gSprites[gBattlerSpriteIds[gActiveBattler]], 1);
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@@ -2953,7 +2953,7 @@ static void PlayerHandleIntroTrainerBallThrow(void)
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[0] = 50;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[2] = -40;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[4] = gSprites[gBattlerSpriteIds[gActiveBattler]].pos1.y;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[4] = gSprites[gBattlerSpriteIds[gActiveBattler]].y;
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gSprites[gBattlerSpriteIds[gActiveBattler]].callback = StartAnimLinearTranslation;
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gSprites[gBattlerSpriteIds[gActiveBattler]].sBattlerId = gActiveBattler;
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