Flatten pos fields in struct Sprite
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@@ -243,36 +243,36 @@ static void SpriteCB_Cursor_UpOrRight(struct Sprite *sprite)
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sprite->invisible = FALSE;
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sprite->animNum = ARROW_UP;
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sprite->animDelayCounter = 0;
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sprite->pos1.x = 53;
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sprite->pos1.y = 68;
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sprite->x = 53;
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sprite->y = 68;
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break;
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case SELECTION_HOURS:
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sprite->invisible = FALSE;
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sprite->animNum = ARROW_UP;
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sprite->animDelayCounter = 0;
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sprite->pos1.x = 86;
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sprite->pos1.y = 68;
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sprite->x = 86;
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sprite->y = 68;
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break;
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case SELECTION_MINS:
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sprite->invisible = FALSE;
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sprite->animNum = ARROW_UP;
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sprite->animDelayCounter = 0;
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sprite->pos1.x = 101;
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sprite->pos1.y = 68;
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sprite->x = 101;
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sprite->y = 68;
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break;
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case SELECTION_SECS:
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sprite->invisible = FALSE;
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sprite->animNum = ARROW_UP;
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sprite->animDelayCounter = 0;
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sprite->pos1.x = 116;
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sprite->pos1.y = 68;
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sprite->x = 116;
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sprite->y = 68;
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break;
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case SELECTION_CONFIRM:
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sprite->invisible = FALSE;
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sprite->animNum = ARROW_RIGHT;
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sprite->animDelayCounter = 0;
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sprite->pos1.x = 153;
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sprite->pos1.y = 80;
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sprite->x = 153;
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sprite->y = 80;
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break;
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case SELECTION_NONE:
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DestroySprite(sprite);
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@@ -293,29 +293,29 @@ static void SpriteCB_Cursor_Down(struct Sprite *sprite)
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sprite->invisible = FALSE;
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sprite->animNum = ARROW_DOWN;
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sprite->animDelayCounter = 0;
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sprite->pos1.x = 53;
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sprite->pos1.y = 92;
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sprite->x = 53;
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sprite->y = 92;
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break;
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case SELECTION_HOURS:
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sprite->invisible = FALSE;
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sprite->animNum = ARROW_DOWN;
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sprite->animDelayCounter = 0;
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sprite->pos1.x = 86;
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sprite->pos1.y = 92;
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sprite->x = 86;
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sprite->y = 92;
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break;
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case SELECTION_MINS:
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sprite->invisible = FALSE;
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sprite->animNum = ARROW_DOWN;
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sprite->animDelayCounter = 0;
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sprite->pos1.x = 101;
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sprite->pos1.y = 92;
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sprite->x = 101;
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sprite->y = 92;
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break;
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case SELECTION_SECS:
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sprite->invisible = FALSE;
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sprite->animNum = ARROW_DOWN;
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sprite->animDelayCounter = 0;
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sprite->pos1.x = 116;
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sprite->pos1.y = 92;
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sprite->x = 116;
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sprite->y = 92;
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break;
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case SELECTION_CONFIRM:
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// The up arrow is used as a right arrow when Confirm is selected
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