Flatten pos fields in struct Sprite
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+10
-10
@@ -934,8 +934,8 @@ static u8 CreateMonSprite(struct Pokemon* mon)
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static void StartMonJumpForPokeblock(u8 spriteId)
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{
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gSprites[spriteId].pos1.x = MON_X;
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gSprites[spriteId].pos1.y = MON_Y;
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gSprites[spriteId].x = MON_X;
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gSprites[spriteId].y = MON_Y;
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gSprites[spriteId].sSpeed = -8;
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gSprites[spriteId].sAccel = 1;
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gSprites[spriteId].callback = SpriteCB_MonJumpForPokeblock;
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@@ -943,8 +943,8 @@ static void StartMonJumpForPokeblock(u8 spriteId)
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static void SpriteCB_MonJumpForPokeblock(struct Sprite* sprite)
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{
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sprite->pos1.x += 4;
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sprite->pos1.y += sprite->sSpeed;
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sprite->x += 4;
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sprite->y += sprite->sSpeed;
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sprite->sSpeed += sprite->sAccel;
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// Play cry at jump peak
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@@ -988,8 +988,8 @@ static u8 CreatePokeblockSprite(void)
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static void SpriteCB_ThrownPokeblock(struct Sprite* sprite)
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{
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sprite->pos1.x -= 4;
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sprite->pos1.y += sprite->sSpeed;
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sprite->x -= 4;
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sprite->y += sprite->sSpeed;
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sprite->sSpeed += sprite->sAccel;
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if (sprite->sSpeed == 10)
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DestroySprite(sprite);
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@@ -1094,8 +1094,8 @@ static bool8 InitMonAnimStage(void)
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pokeblockFeed->monInitX = Sin(pokeblockFeed->animData[ANIMDATA_ROT_IDX], pokeblockFeed->animData[ANIMDATA_SIN_AMPLITUDE]);
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pokeblockFeed->monInitY = Cos(pokeblockFeed->animData[ANIMDATA_ROT_IDX], pokeblockFeed->animData[ANIMDATA_COS_AMPLITUDE]);
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pokeblockFeed->maxAnimStageTime = pokeblockFeed->animData[ANIMDATA_TIME];
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pokeblockFeed->monX = pokeblockFeed->monSpritePtr->pos2.x;
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pokeblockFeed->monY = pokeblockFeed->monSpritePtr->pos2.y;
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pokeblockFeed->monX = pokeblockFeed->monSpritePtr->x2;
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pokeblockFeed->monY = pokeblockFeed->monSpritePtr->y2;
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// Calculate the positions to move to during the animation
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// The time is counted down during this, so reset it afterwards
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@@ -1111,8 +1111,8 @@ static bool8 DoMonAnimStep(void)
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{
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// Update mon's position
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u16 time = sPokeblockFeed->maxAnimStageTime - sPokeblockFeed->animData[ANIMDATA_TIME];
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sPokeblockFeed->monSpritePtr->pos2.x = sPokeblockFeed->monAnimX[time];
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sPokeblockFeed->monSpritePtr->pos2.y = sPokeblockFeed->monAnimY[time];
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sPokeblockFeed->monSpritePtr->x2 = sPokeblockFeed->monAnimX[time];
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sPokeblockFeed->monSpritePtr->y2 = sPokeblockFeed->monAnimY[time];
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// Count down time remaining in this stage
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// Return TRUE if this stage is complete
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