Flatten pos fields in struct Sprite
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+13
-13
@@ -3913,11 +3913,11 @@ static u32 DoDodrioMissedAnim(struct Sprite *sprite)
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break;
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}
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sprite->pos1.x += x;
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sprite->x += x;
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if (++sprite->sTimer >= 40)
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{
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sprite->sState = 0;
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sprite->pos1.x = GetDodrioXPos(0, GetNumPlayers());
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sprite->x = GetDodrioXPos(0, GetNumPlayers());
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}
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}
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@@ -3995,8 +3995,8 @@ static void InitStatusBarPos(void)
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for (i = 0; i < NUM_STATUS_SQUARES; i++)
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{
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struct Sprite *sprite = &gSprites[sStatusBar->spriteIds[i]];
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sprite->pos1.x = (i * 16) + 48;
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sprite->pos1.y = -8 - (i * 8);
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sprite->x = (i * 16) + 48;
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sprite->y = -8 - (i * 8);
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sStatusBar->entered[i] = FALSE;
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}
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}
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@@ -4057,11 +4057,11 @@ static bool32 DoStatusBarIntro(void)
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{
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struct Sprite *sprite = &gSprites[sStatusBar->spriteIds[i]];
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sStatusBar->yChange[i] = 2;
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if (sStatusBar->entered[i] && sprite->pos1.y == 8)
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if (sStatusBar->entered[i] && sprite->y == 8)
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continue;
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animActive = TRUE;
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if (sprite->pos1.y == 8)
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if (sprite->y == 8)
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{
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if (sStatusBar->entered[i])
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continue;
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@@ -4072,7 +4072,7 @@ static bool32 DoStatusBarIntro(void)
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sStatusBar->yChange[i] = -16;
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PlaySE(SE_CLICK);
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}
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sprite->pos1.y += sStatusBar->yChange[i];
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sprite->y += sStatusBar->yChange[i];
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}
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if (animActive)
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@@ -4245,7 +4245,7 @@ static void SetBerryIconsInvisibility(bool8 invisible)
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static void SetBerryYPos(u8 id, u8 y)
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{
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gSprites[*sBerrySpriteIds[id]].pos1.y = y * 8;
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gSprites[*sBerrySpriteIds[id]].y = y * 8;
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}
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static void SetBerryAnim(u16 id, u8 animNum)
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@@ -4256,8 +4256,8 @@ static void SetBerryAnim(u16 id, u8 animNum)
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// Unused
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static void UnusedSetSpritePos(u8 spriteId)
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{
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gSprites[spriteId].pos1.x = 20 * spriteId + 50;
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gSprites[spriteId].pos1.y = 50;
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gSprites[spriteId].x = 20 * spriteId + 50;
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gSprites[spriteId].y = 50;
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}
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// Gamefreak made a mistake there and goes out of bounds for the data array as it holds 8 elements
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@@ -4279,7 +4279,7 @@ static void SpriteCB_Cloud(struct Sprite *sprite)
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{
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if (++sCloudSpriteIds[i][1] > moveDelays[i])
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{
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sprite->pos1.x--;
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sprite->x--;
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sCloudSpriteIds[i][1] = 0;
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}
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}
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@@ -4332,8 +4332,8 @@ static void ResetCloudPos(void)
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{
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struct Sprite *sprite = &gSprites[*sCloudSpriteIds[i]];
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sprite->sFrozen = TRUE;
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sprite->pos1.x = sCloudStartCoords[i][0];
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sprite->pos1.y = sCloudStartCoords[i][1];
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sprite->x = sCloudStartCoords[i][0];
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sprite->y = sCloudStartCoords[i][1];
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}
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}
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