Flatten pos fields in struct Sprite
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@@ -1933,8 +1933,8 @@ static bool8 Fishing_StartEncounter(struct Task *task)
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ObjectEventTurn(playerObjEvent, playerObjEvent->movementDirection);
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if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_SURFING)
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SetSurfBlob_PlayerOffset(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, FALSE, 0);
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gSprites[gPlayerAvatar.spriteId].pos2.x = 0;
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gSprites[gPlayerAvatar.spriteId].pos2.y = 0;
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gSprites[gPlayerAvatar.spriteId].x2 = 0;
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gSprites[gPlayerAvatar.spriteId].y2 = 0;
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ClearDialogWindowAndFrame(0, TRUE);
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task->tFrameCounter++;
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return FALSE;
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@@ -1990,8 +1990,8 @@ static bool8 Fishing_PutRodAway(struct Task *task)
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ObjectEventTurn(playerObjEvent, playerObjEvent->movementDirection);
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if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_SURFING)
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SetSurfBlob_PlayerOffset(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, FALSE, 0);
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gSprites[gPlayerAvatar.spriteId].pos2.x = 0;
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gSprites[gPlayerAvatar.spriteId].pos2.y = 0;
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gSprites[gPlayerAvatar.spriteId].x2 = 0;
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gSprites[gPlayerAvatar.spriteId].y2 = 0;
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task->tStep++;
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}
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return FALSE;
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@@ -2023,8 +2023,8 @@ static void AlignFishingAnimationFrames(void)
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u8 animType;
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AnimateSprite(playerSprite);
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playerSprite->pos2.x = 0;
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playerSprite->pos2.y = 0;
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playerSprite->x2 = 0;
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playerSprite->y2 = 0;
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animCmdIndex = playerSprite->animCmdIndex;
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if (playerSprite->anims[playerSprite->animNum][animCmdIndex].type == -1)
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{
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@@ -2039,16 +2039,16 @@ static void AlignFishingAnimationFrames(void)
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animType = playerSprite->anims[playerSprite->animNum][animCmdIndex].type;
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if (animType == 1 || animType == 2 || animType == 3)
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{
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playerSprite->pos2.x = 8;
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playerSprite->x2 = 8;
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if (GetPlayerFacingDirection() == 3)
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playerSprite->pos2.x = -8;
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playerSprite->x2 = -8;
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}
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if (animType == 5)
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playerSprite->pos2.y = -8;
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playerSprite->y2 = -8;
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if (animType == 10 || animType == 11)
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playerSprite->pos2.y = 8;
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playerSprite->y2 = 8;
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if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_SURFING)
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SetSurfBlob_PlayerOffset(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, TRUE, playerSprite->pos2.y);
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SetSurfBlob_PlayerOffset(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, TRUE, playerSprite->y2);
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}
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void SetSpinStartFacingDir(u8 direction)
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@@ -2090,8 +2090,8 @@ static void Task_DoPlayerSpinExit(u8 taskId)
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SetSpinStartFacingDir(object->facingDirection);
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tSpinDelayTimer = 0;
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tSpeed = 1;
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tCurY = (u16)(sprite->pos1.y + sprite->pos2.y) << 4;
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sprite->pos2.y = 0;
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tCurY = (u16)(sprite->y + sprite->y2) << 4;
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sprite->y2 = 0;
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CameraObjectReset2();
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object->fixedPriority = TRUE;
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sprite->oam.priority = 0;
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@@ -2104,10 +2104,10 @@ static void Task_DoPlayerSpinExit(u8 taskId)
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// Rise and accelerate
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tCurY -= tSpeed;
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tSpeed += 3;
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sprite->pos1.y = tCurY >> 4;
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sprite->y = tCurY >> 4;
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// Check if offscreen
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if (sprite->pos1.y + (s16)gTotalCameraPixelOffsetY < -32)
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if (sprite->y + (s16)gTotalCameraPixelOffsetY < -32)
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tState++;
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break;
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case 2:
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@@ -2156,11 +2156,11 @@ static void Task_DoPlayerSpinEntrance(u8 taskId)
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ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(sSpinDirections[tStartDir]));
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tSpinDelayTimer = 0;
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tSpeed = 116;
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tDestY = sprite->pos1.y;
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tDestY = sprite->y;
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tPriority = sprite->oam.priority;
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tSubpriority = sprite->subpriority;
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tCurY = -((u16)sprite->pos2.y + 32) * 16;
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sprite->pos2.y = 0;
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tCurY = -((u16)sprite->y2 + 32) * 16;
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sprite->y2 = 0;
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CameraObjectReset2();
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object->fixedPriority = TRUE;
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sprite->oam.priority = 1;
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@@ -2175,12 +2175,12 @@ static void Task_DoPlayerSpinEntrance(u8 taskId)
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tSpeed -= 3;
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if (tSpeed < 4)
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tSpeed = 4;
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sprite->pos1.y = tCurY >> 4;
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sprite->y = tCurY >> 4;
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// Check if reached dest
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if (sprite->pos1.y >= tDestY)
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if (sprite->y >= tDestY)
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{
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sprite->pos1.y = tDestY;
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sprite->y = tDestY;
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tGroundTimer = 0;
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tState++;
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}
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