Add missing BATTLER_COORD usage
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+28
-29
@@ -2548,7 +2548,7 @@ static void AnimPetalDanceSmallFlower(struct Sprite* sprite)
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sprite->data[1] = sprite->x;
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sprite->data[2] = sprite->x;
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sprite->data[3] = sprite->y;
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[2];
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[2];
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InitAnimLinearTranslation(sprite);
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sprite->data[5] = 0x40;
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sprite->callback = AnimPetalDanceSmallFlower_Step;
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@@ -2971,8 +2971,8 @@ static void AnimIngrainOrb(struct Sprite* sprite)
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{
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if (!sprite->data[0])
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + gBattleAnimArgs[1];
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + gBattleAnimArgs[1];
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sprite->data[1] = gBattleAnimArgs[2];
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sprite->data[2] = gBattleAnimArgs[3];
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sprite->data[3] = gBattleAnimArgs[4];
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@@ -3309,8 +3309,8 @@ void AnimTask_LeafBlade(u8 taskId)
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struct Task *task = &gTasks[taskId];
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task->data[4] = GetBattlerSpriteSubpriority(gBattleAnimTarget) - 1;
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task->data[6] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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task->data[7] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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task->data[6] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
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task->data[7] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
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task->data[10] = GetBattlerSpriteCoordAttr(gBattleAnimTarget, BATTLER_COORD_ATTR_WIDTH);
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task->data[11] = GetBattlerSpriteCoordAttr(gBattleAnimTarget, BATTLER_COORD_ATTR_HEIGHT);
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task->data[5] = (GetBattlerSide(gBattleAnimTarget) == B_SIDE_OPPONENT) ? 1 : -1;
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@@ -3601,11 +3601,11 @@ static void AnimFlyingParticle(struct Sprite* sprite)
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sprite->oam.priority = GetBattlerSpriteBGPriority(battler) + 1;
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break;
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case 2:
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sprite->y = GetBattlerSpriteCoord(battler, 3) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[0];
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sprite->oam.priority = GetBattlerSpriteBGPriority(battler);
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break;
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case 3:
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[0];
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GetAnimBattlerSpriteId(ANIM_TARGET);
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sprite->oam.priority = GetBattlerSpriteBGPriority(battler) + 1;
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break;
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@@ -3681,13 +3681,13 @@ static void AnimNeedleArmSpike(struct Sprite* sprite)
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{
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if (gBattleAnimArgs[0] == 0)
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{
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a = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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b = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
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a = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
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b = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
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}
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else
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{
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a = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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b = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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a = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
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b = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
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}
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sprite->data[0] = gBattleAnimArgs[4];
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@@ -3790,8 +3790,8 @@ static void AnimFlickeringPunch(struct Sprite* sprite)
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// arg 2: slice direction; 0 = right-to-left, 1 = left-to-right
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static void AnimCuttingSlice(struct Sprite* sprite)
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
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sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
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if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER)
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sprite->y += 8;
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@@ -3816,32 +3816,31 @@ static void AnimCuttingSlice(struct Sprite* sprite)
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static void AnimAirCutterSlice(struct Sprite* sprite)
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{
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u8 a;
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u8 b;
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u8 x, y;
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switch (gBattleAnimArgs[3])
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{
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case 1:
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a = GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), 0);
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b = GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), 1);
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x = GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), BATTLER_COORD_X);
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y = GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), BATTLER_COORD_Y);
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break;
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case 2:
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a = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
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b = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
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x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
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y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
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if (IsBattlerSpriteVisible(BATTLE_PARTNER(gBattleAnimTarget)))
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{
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a = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), 0) + a) / 2;
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b = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), 1) + b) / 2;
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x = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), BATTLER_COORD_X) + x) / 2;
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y = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), BATTLER_COORD_Y) + y) / 2;
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}
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break;
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case 0:
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default:
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a = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
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b = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
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x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
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y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
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break;
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}
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sprite->x = a;
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sprite->y = b;
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sprite->x = x;
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sprite->y = y;
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if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER)
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sprite->y += 8;
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@@ -3956,8 +3955,8 @@ static void AnimProtect(struct Sprite* sprite)
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if (IsContest())
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gBattleAnimArgs[1] += 8;
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sprite->x = GetBattlerSpriteCoord2(gBattleAnimAttacker, 0) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord2(gBattleAnimAttacker, 1) + gBattleAnimArgs[1];
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sprite->x = GetBattlerSpriteCoord2(gBattleAnimAttacker, BATTLER_COORD_X) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord2(gBattleAnimAttacker, BATTLER_COORD_Y) + gBattleAnimArgs[1];
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if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER || IsContest())
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sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimAttacker) + 1;
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else
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@@ -4016,8 +4015,8 @@ static void AnimProtect_Step(struct Sprite *sprite)
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static void AnimMilkBottle(struct Sprite* sprite)
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + 0xFFE8;
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sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + 0xFFE8;
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sprite->data[0] = 0;
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sprite->data[1] = 0;
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sprite->data[2] = 0;
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