Add missing BATTLER_COORD usage
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+19
-19
@@ -222,9 +222,9 @@ static void AnimConfuseRayBallBounce(struct Sprite *sprite)
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InitSpritePosToAnimAttacker(sprite, TRUE);
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sprite->data[0] = gBattleAnimArgs[2];
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sprite->data[1] = sprite->x;
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
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sprite->data[3] = sprite->y;
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
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InitAnimLinearTranslationWithSpeed(sprite);
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sprite->callback = AnimConfuseRayBallBounce_Step1;
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sprite->data[6] = 16;
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@@ -400,8 +400,8 @@ static void AnimShadowBall(struct Sprite *sprite)
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s16 oldPosX = sprite->x;
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s16 oldPosY = sprite->y;
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
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sprite->data[0] = 0;
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sprite->data[1] = gBattleAnimArgs[0];
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sprite->data[2] = gBattleAnimArgs[1];
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@@ -431,8 +431,8 @@ static void AnimShadowBall_Step(struct Sprite *sprite)
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sprite->data[2] -= 1;
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if (sprite->data[2] > 0)
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break;
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sprite->data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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sprite->data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
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sprite->data[4] = sprite->x << 4;
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sprite->data[5] = sprite->y << 4;
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sprite->data[6] = ((sprite->data[1] - sprite->x) << 4) / sprite->data[3];
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@@ -447,8 +447,8 @@ static void AnimShadowBall_Step(struct Sprite *sprite)
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sprite->data[3] -= 1;
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if (sprite->data[3] > 0)
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break;
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sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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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);
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sprite->data[0] += 1;
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break;
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case 3:
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@@ -747,17 +747,17 @@ static void AnimDestinyBondWhiteShadow(struct Sprite *sprite)
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if (gBattleAnimArgs[0] == 0)
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{
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battler1X = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
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battler1Y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 28;
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battler2X = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
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battler2Y = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + 28;
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battler1X = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
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battler1Y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 28;
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battler2X = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
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battler2Y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 28;
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}
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else
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{
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battler1X = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
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battler1Y = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + 28;
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battler2X = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
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battler2Y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 28;
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battler1X = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
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battler1Y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 28;
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battler2X = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
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battler2Y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 28;
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}
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yDiff = battler2Y - battler1Y;
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@@ -807,7 +807,7 @@ void AnimTask_DestinyBondWhiteShadow(u8 taskId)
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task->data[9] = 16;
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task->data[10] = gBattleAnimArgs[0];
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baseX = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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baseX = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
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baseY = GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_BOTTOM);
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if (!IsContest())
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{
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@@ -820,7 +820,7 @@ void AnimTask_DestinyBondWhiteShadow(u8 taskId)
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spriteId = CreateSprite(&gDestinyBondWhiteShadowSpriteTemplate, baseX, baseY, 55);
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if (spriteId != MAX_SPRITES)
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{
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x = GetBattlerSpriteCoord(battler, 2);
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x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2);
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y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_BOTTOM);
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gSprites[spriteId].data[0] = baseX << 4;
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gSprites[spriteId].data[1] = baseY << 4;
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@@ -1175,7 +1175,7 @@ void AnimTask_GrudgeFlames(u8 taskId)
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task->data[0] = 0;
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task->data[1] = 16;
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task->data[9] = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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task->data[9] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
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task->data[10] = GetBattlerYCoordWithElevation(gBattleAnimAttacker);
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task->data[11] = (GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_WIDTH) / 2) + 8;
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task->data[7] = 0;
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