Flatten pos fields in struct Sprite

This commit is contained in:
PikalaxALT
2021-07-07 09:11:52 -04:00
parent 3964820a84
commit 810ca5f8ff
111 changed files with 3764 additions and 3764 deletions

View File

@@ -781,7 +781,7 @@ static void CreateMenuOptionSprites(void)
{
u8 spriteId = CreateSprite(&sMenuOptionSpriteTemplate, 0x8c, 20 * i + 40, 3);
unk->iconSprites[i][j] = &gSprites[spriteId];
gSprites[spriteId].pos2.x = 32 * j;
gSprites[spriteId].x2 = 32 * j;
}
}
}
@@ -822,9 +822,9 @@ static void DrawOptionLabelGfx(const u16 *const *tiles, s32 yPos, s32 deltaY)
unk->iconSprites[i][j]->oam.tileNum = (*tiles)[0] + sp04 + 8 * j;
unk->iconSprites[i][j]->oam.paletteNum = IndexOfSpritePaletteTag((*tiles)[1] + 4);
unk->iconSprites[i][j]->invisible = TRUE;
unk->iconSprites[i][j]->pos1.y = yPos;
unk->iconSprites[i][j]->pos1.x = 0x8c;
unk->iconSprites[i][j]->pos2.x = 32 * j;
unk->iconSprites[i][j]->y = yPos;
unk->iconSprites[i][j]->x = 0x8c;
unk->iconSprites[i][j]->x2 = 32 * j;
}
unk->iconVisible[i] = TRUE;
}
@@ -935,7 +935,7 @@ static void SetMenuOptionGfxParamsInactive(struct Sprite ** sprites, s32 x, s32
for (i = 0; i < 4; i++)
{
(*sprites)->pos1.x = x;
(*sprites)->x = x;
(*sprites)->data[0] = a3;
(*sprites)->data[1] = 16 * (a2 - x) / a3;
(*sprites)->data[2] = 16 * x;
@@ -987,11 +987,11 @@ static void sub_81CA474(struct Sprite * sprite)
if (sprite->data[0] != -1)
{
sprite->data[2] += sprite->data[1];
sprite->pos1.x = sprite->data[2] >> 4;
sprite->x = sprite->data[2] >> 4;
}
else
{
sprite->pos1.x = sprite->data[7];
sprite->x = sprite->data[7];
sprite->callback = SpriteCallbackDummy;
}
}
@@ -1007,8 +1007,8 @@ static void sub_81CA4AC(struct Sprite * sprite)
StartSpriteAffineAnim(sprite, 1);
sprite->data[1]++;
sprite->data[2] = 0x100;
sprite->pos1.x += sprite->pos2.x;
sprite->pos2.x = 0;
sprite->x += sprite->x2;
sprite->x2 = 0;
}
else
{
@@ -1019,16 +1019,16 @@ static void sub_81CA4AC(struct Sprite * sprite)
switch (sprite->data[7])
{
case 0:
sprite->pos2.x = -r1 * 3;
sprite->x2 = -r1 * 3;
break;
case 1:
sprite->pos2.x = -r1;
sprite->x2 = -r1;
break;
case 2:
sprite->pos2.x = r1;
sprite->x2 = r1;
break;
case 3:
sprite->pos2.x = r1 * 3;
sprite->x2 = r1 * 3;
break;
}
if (sprite->affineAnimEnded)