Change signedness and add casts to avoid implicit conversion warnings
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@@ -372,14 +372,11 @@ static void AnimTranslateStinger(struct Sprite *sprite)
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{
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gBattleAnimArgs[2] = -gBattleAnimArgs[2];
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}
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else
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else if (GetBattlerSide(gBattleAnimAttacker))
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{
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if (GetBattlerSide(gBattleAnimAttacker))
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{
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gBattleAnimArgs[2] = -gBattleAnimArgs[2];
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gBattleAnimArgs[1] = -gBattleAnimArgs[1];
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gBattleAnimArgs[3] = -gBattleAnimArgs[3];
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}
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gBattleAnimArgs[2] = -gBattleAnimArgs[2];
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gBattleAnimArgs[1] = -gBattleAnimArgs[1];
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gBattleAnimArgs[3] = -gBattleAnimArgs[3];
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}
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if (!IsContest() && GetBattlerSide(gBattleAnimAttacker) == GetBattlerSide(gBattleAnimTarget))
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@@ -387,13 +384,8 @@ static void AnimTranslateStinger(struct Sprite *sprite)
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if (GetBattlerPosition(gBattleAnimTarget) == B_POSITION_PLAYER_LEFT
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|| GetBattlerPosition(gBattleAnimTarget) == B_POSITION_OPPONENT_LEFT)
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{
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s16 temp1, temp2;
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temp1 = gBattleAnimArgs[2];
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gBattleAnimArgs[2] = -temp1;
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temp2 = gBattleAnimArgs[0];
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gBattleAnimArgs[0] = -temp2;
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gBattleAnimArgs[2] *= -1;
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gBattleAnimArgs[0] *= -1;
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}
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}
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@@ -448,28 +440,24 @@ static void AnimMissileArc_Step(struct Sprite *sprite)
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else
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{
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s16 tempData[8];
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u16 *data = sprite->data;
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u16 x1 = sprite->pos1.x;
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s16 x2 = sprite->pos2.x;
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u16 y1 = sprite->pos1.y;
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s16 y2 = sprite->pos2.y;
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s16 xpos, ypos;
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int i;
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for (i = 0; i < 8; i++)
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tempData[i] = data[i];
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tempData[i] = sprite->data[i];
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x2 += x1;
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y2 += y1;
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xpos = sprite->pos1.x + sprite->pos2.x;
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ypos = sprite->pos1.y + sprite->pos2.y;
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if (!TranslateAnimHorizontalArc(sprite))
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{
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u16 rotation = ArcTan2Neg(sprite->pos1.x + sprite->pos2.x - x2,
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sprite->pos1.y + sprite->pos2.y - y2);
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u16 rotation = ArcTan2Neg(sprite->pos1.x + sprite->pos2.x - xpos, //Isn't this zero lol
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sprite->pos1.y + sprite->pos2.y - ypos);
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rotation += 0xC000;
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TrySetSpriteRotScale(sprite, FALSE, 0x100, 0x100, rotation);
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for (i = 0; i < 8; i++)
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data[i] = tempData[i];
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sprite->data[i] = tempData[i];
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}
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}
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}
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