Flatten pos fields in struct Sprite
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@@ -242,10 +242,10 @@ static void Task_StaticCountdown_Init(u8 taskId)
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StaticCountdown_CreateSprites(taskId, data);
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StartSpriteAnim(&gSprites[tSpriteIds(1)], ANIM_START_MID);
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gSprites[tSpriteIds(1)].pos2.x = -32;
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gSprites[tSpriteIds(1)].x2 = -32;
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StartSpriteAnim(&gSprites[tSpriteIds(2)], ANIM_START_RIGHT);
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gSprites[tSpriteIds(2)].pos2.x = 32;
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gSprites[tSpriteIds(2)].x2 = 32;
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}
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static void Task_StaticCountdown_Free(u8 taskId)
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@@ -477,7 +477,7 @@ static bool32 RunMinigameCountdownDigitsAnim(u8 spriteId)
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break;
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case 4:
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// Moving up from jump
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sprite->pos1.y -= 4;
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sprite->y -= 4;
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if (++sprite->sTimer >= 8)
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{
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if (sprite->sAnimNum < 2)
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@@ -497,7 +497,7 @@ static bool32 RunMinigameCountdownDigitsAnim(u8 spriteId)
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break;
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case 5:
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// Falling after jump
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sprite->pos1.y += 4;
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sprite->y += 4;
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if (++sprite->sTimer >= 8)
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{
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// Land from jump
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@@ -528,8 +528,8 @@ static bool32 RunMinigameCountdownDigitsAnim(u8 spriteId)
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// First argument is unused.
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static void InitStartGraphic(u8 spriteId1, u8 spriteId2, u8 spriteId3)
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{
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gSprites[spriteId2].pos2.y = -40;
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gSprites[spriteId3].pos2.y = -40;
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gSprites[spriteId2].y2 = -40;
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gSprites[spriteId3].y2 = -40;
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gSprites[spriteId2].invisible = FALSE;
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gSprites[spriteId3].invisible = FALSE;
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gSprites[spriteId2].callback = SpriteCB_Start;
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@@ -555,16 +555,16 @@ static void SpriteCB_Start(struct Sprite *sprite)
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{
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case 0:
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sYSpeed = 64;
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sY = sprite->pos2.y << 4;
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sY = sprite->y2 << 4;
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sState++;
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case 1:
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sY += sYSpeed;
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sYSpeed++;
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sprite->pos2.y = sY >> 4;
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if (sprite->pos2.y >= 0)
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sprite->y2 = sY >> 4;
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if (sprite->y2 >= 0)
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{
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PlaySE(SE_BALL_BOUNCE_2);
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sprite->pos2.y = 0;
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sprite->y2 = 0;
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sState++;
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}
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break;
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@@ -577,7 +577,7 @@ static void SpriteCB_Start(struct Sprite *sprite)
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sState++;
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}
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y = gSineTable[sTimer];
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sprite->pos2.y = -(y >> 4);
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sprite->y2 = -(y >> 4);
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break;
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case 3:
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sTimer += 16;
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@@ -587,7 +587,7 @@ static void SpriteCB_Start(struct Sprite *sprite)
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sTimer = 0;
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sState++;
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}
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sprite->pos2.y = -(gSineTable[sTimer] >> 5);
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sprite->y2 = -(gSineTable[sTimer] >> 5);
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break;
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case 4:
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if (++sTimer > 40)
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