Use fixed point macros for math util
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@@ -1578,7 +1578,7 @@ static void AnimAirWaveProjectile(struct Sprite *sprite)
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{
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sprite->data[0] = 8;
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task->data[5] = 4;
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a = MathUtil_Inv16(0x1000);
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a = MathUtil_Inv16(Q_8_8(16));
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sprite->pos1.x += sprite->pos2.x;
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sprite->pos1.y += sprite->pos2.y;
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sprite->pos2.y = 0;
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@@ -1597,8 +1597,8 @@ static void AnimAirWaveProjectile(struct Sprite *sprite)
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sprite->data[1] = 0;
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sprite->data[6] = 0;
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sprite->data[5] = 0;
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sprite->data[3] = MathUtil_Mul16(MathUtil_Mul16(b, a), MathUtil_Inv16(0x1C0));
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sprite->data[4] = MathUtil_Mul16(MathUtil_Mul16(c, a), MathUtil_Inv16(0x1C0));
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sprite->data[3] = MathUtil_Mul16(MathUtil_Mul16(b, a), MathUtil_Inv16(Q_8_8(1.75)));
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sprite->data[4] = MathUtil_Mul16(MathUtil_Mul16(c, a), MathUtil_Inv16(Q_8_8(1.75)));
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sprite->callback = AnimAirWaveProjectile_Step1;
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}
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}
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@@ -1690,7 +1690,7 @@ void AnimTask_AirCutterProjectile(u8 taskId)
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xDiff = attackerX - targetX;
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gTasks[taskId].data[5] = MathUtil_Mul16(xDiff, MathUtil_Inv16(gBattleAnimArgs[2] & ~1));
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gTasks[taskId].data[6] = MathUtil_Mul16(gTasks[taskId].data[5], 0x80);
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gTasks[taskId].data[6] = MathUtil_Mul16(gTasks[taskId].data[5], Q_8_8(0.5));
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gTasks[taskId].data[7] = gBattleAnimArgs[2];
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if (targetY >= attackerY)
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{
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