Flatten pos fields in struct Sprite
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+14
-14
@@ -2082,9 +2082,9 @@ void SpriteCB_VsLetterDummy(struct Sprite *sprite)
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static void SpriteCB_VsLetter(struct Sprite *sprite)
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{
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if (sprite->data[0] != 0)
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sprite->pos1.x = sprite->data[1] + ((sprite->data[2] & 0xFF00) >> 8);
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sprite->x = sprite->data[1] + ((sprite->data[2] & 0xFF00) >> 8);
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else
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sprite->pos1.x = sprite->data[1] - ((sprite->data[2] & 0xFF00) >> 8);
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sprite->x = sprite->data[1] - ((sprite->data[2] & 0xFF00) >> 8);
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sprite->data[2] += 0x180;
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@@ -2618,8 +2618,8 @@ static void SpriteCb_MoveWildMonToRight(struct Sprite *sprite)
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{
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if ((gIntroSlideFlags & 1) == 0)
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{
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sprite->pos2.x += 2;
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if (sprite->pos2.x == 0)
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sprite->x2 += 2;
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if (sprite->x2 == 0)
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{
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sprite->callback = SpriteCb_WildMonShowHealthbox;
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}
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@@ -2730,7 +2730,7 @@ static void SpriteCB_AnimFaintOpponent(struct Sprite *sprite)
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if (--sprite->data[4] == 0)
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{
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sprite->data[4] = 2;
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sprite->pos2.y += 8; // Move the sprite down.
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sprite->y2 += 8; // Move the sprite down.
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if (--sprite->data[3] < 0)
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{
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FreeSpriteOamMatrix(sprite);
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@@ -2795,8 +2795,8 @@ static void SpriteCB_BattleSpriteSlideLeft(struct Sprite *sprite)
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{
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if (!(gIntroSlideFlags & 1))
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{
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sprite->pos2.x -= 2;
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if (sprite->pos2.x == 0)
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sprite->x2 -= 2;
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if (sprite->x2 == 0)
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{
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sprite->callback = SpriteCallbackDummy_3;
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sprite->data[1] = 0;
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@@ -2821,8 +2821,8 @@ void SpriteCB_FaintSlideAnim(struct Sprite *sprite)
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{
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if (!(gIntroSlideFlags & 1))
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{
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sprite->pos2.x += sprite->sSpeedX;
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sprite->pos2.y += sprite->sSpeedY;
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sprite->x2 += sprite->sSpeedX;
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sprite->y2 += sprite->sSpeedY;
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}
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}
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@@ -2872,8 +2872,8 @@ void DoBounceEffect(u8 battler, u8 which, s8 delta, s8 amplitude)
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gSprites[invisibleSpriteId].sAmplitude = amplitude;
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gSprites[invisibleSpriteId].sBouncerSpriteId = bouncerSpriteId;
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gSprites[invisibleSpriteId].sWhich = which;
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gSprites[bouncerSpriteId].pos2.x = 0;
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gSprites[bouncerSpriteId].pos2.y = 0;
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gSprites[bouncerSpriteId].x2 = 0;
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gSprites[bouncerSpriteId].y2 = 0;
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}
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void EndBounceEffect(u8 battler, u8 which)
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@@ -2899,8 +2899,8 @@ void EndBounceEffect(u8 battler, u8 which)
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gBattleSpritesDataPtr->healthBoxesData[battler].battlerIsBouncing = 0;
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}
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gSprites[bouncerSpriteId].pos2.x = 0;
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gSprites[bouncerSpriteId].pos2.y = 0;
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gSprites[bouncerSpriteId].x2 = 0;
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gSprites[bouncerSpriteId].y2 = 0;
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}
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static void SpriteCB_BounceEffect(struct Sprite *sprite)
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@@ -2913,7 +2913,7 @@ static void SpriteCB_BounceEffect(struct Sprite *sprite)
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else
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index = sprite->sSinIndex;
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gSprites[bouncerSpriteId].pos2.y = Sin(index, sprite->sAmplitude) + sprite->sAmplitude;
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gSprites[bouncerSpriteId].y2 = Sin(index, sprite->sAmplitude) + sprite->sAmplitude;
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sprite->sSinIndex = (sprite->sSinIndex + sprite->sDelta) & 0xFF;
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}
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