Add missing BATTLER_COORD usage
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+21
-21
@@ -517,23 +517,23 @@ static void AnimWaterBubbleProjectile(struct Sprite *sprite)
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) - gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + 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_PIC_OFFSET) + gBattleAnimArgs[1];
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sprite->animPaused = TRUE;
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}
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else
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + 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_PIC_OFFSET) + gBattleAnimArgs[1];
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sprite->animPaused = TRUE;
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}
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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gBattleAnimArgs[2] = -gBattleAnimArgs[2];
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sprite->data[0] = gBattleAnimArgs[6];
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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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InitAnimLinearTranslation(sprite);
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spriteId = CreateInvisibleSpriteWithCallback(SpriteCallbackDummy);
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sprite->data[5] = spriteId;
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@@ -595,9 +595,9 @@ static void AnimAuroraBeamRings(struct Sprite *sprite)
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unkArg = gBattleAnimArgs[2];
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sprite->data[0] = gBattleAnimArgs[4];
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sprite->data[1] = sprite->x;
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + unkArg;
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + unkArg;
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sprite->data[3] = sprite->y;
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
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InitAnimLinearTranslation(sprite);
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sprite->callback = AnimAuroraBeamRings_Step;
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sprite->affineAnimPaused = TRUE;
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@@ -650,9 +650,9 @@ static void AnimToTargetInSinWave(struct Sprite *sprite)
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InitSpritePosToAnimAttacker(sprite, TRUE);
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sprite->data[0] = 30;
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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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InitAnimLinearTranslation(sprite);
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sprite->data[5] = 0xD200 / sprite->data[0];
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sprite->data[7] = gBattleAnimArgs[3];
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@@ -705,8 +705,8 @@ static void AnimHydroCannonCharge(struct Sprite *sprite)
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{
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u8 priority;
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1);
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y);
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sprite->y2 = -10;
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priority = GetBattlerSpriteSubpriority(gBattleAnimAttacker);
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if (!IsContest())
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@@ -752,14 +752,14 @@ static void AnimHydroCannonBeam(struct Sprite *sprite)
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else
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animType = FALSE;
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if ((u8)gBattleAnimArgs[5] == 0)
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coordType = 3;
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coordType = BATTLER_COORD_Y_PIC_OFFSET;
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else
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coordType = 1;
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coordType = BATTLER_COORD_Y;
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InitSpritePosToAnimAttacker(sprite, animType);
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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gBattleAnimArgs[2] = -gBattleAnimArgs[2];
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sprite->data[0] = gBattleAnimArgs[4];
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + gBattleAnimArgs[2];
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2];
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, coordType) + gBattleAnimArgs[3];
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sprite->callback = StartAnimLinearTranslation;
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StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
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@@ -1167,8 +1167,8 @@ static u8 GetWaterSpoutPowerForAnim(void)
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static void CreateWaterSpoutLaunchDroplets(struct Task *task, u8 taskId)
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{
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s16 i;
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s16 attackerCoordX = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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s16 attackerCoordY = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
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s16 attackerCoordX = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
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s16 attackerCoordY = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
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s16 trigIndex = 172;
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u8 subpriority = GetBattlerSpriteSubpriority(gBattleAnimAttacker) - 1;
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s16 increment = 4 - task->data[1];
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@@ -1341,8 +1341,8 @@ void AnimTask_WaterSport(u8 taskId)
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{
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struct Task *task = &gTasks[taskId];
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task->data[3] = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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task->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
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task->data[3] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
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task->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
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task->data[7] = (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) ? 1 : -1;
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if (IsContest())
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task->data[7] *= -1;
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@@ -1514,8 +1514,8 @@ static void AnimWaterPulseRingBubble(struct Sprite *sprite)
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void AnimWaterPulseRing(struct Sprite *sprite)
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{
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InitSpritePosToAnimAttacker(sprite, TRUE);
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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[3] = gBattleAnimArgs[2];
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sprite->data[4] = gBattleAnimArgs[3];
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sprite->callback = AnimWaterPulseRing_Step;
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