Use missing constants with GetBattlerSpriteCoord (#6778)

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Eduardo Quezada 2025-05-06 08:54:28 -04:00 committed by GitHub
parent c8fa4442d9
commit 76b9a6918e
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GPG Key ID: B5690EEEBB952194
6 changed files with 34 additions and 34 deletions

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@ -541,8 +541,8 @@ const struct SpriteTemplate gTwisterEmberSpriteTemplate =
static void AnimLavaPlumeOrbitScatter(struct Sprite *sprite)
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[0] = Sin(gBattleAnimArgs[0], 10);
sprite->data[1] = Cos(gBattleAnimArgs[0], 7);
sprite->callback = AnimLavaPlumeOrbitScatterStep;

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@ -1465,14 +1465,14 @@ void AnimTask_PulverizingPancakeWhiteShadow(u8 taskId)
task->data[9] = 16;
task->data[10] = gBattleAnimArgs[0];
baseX = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
baseX = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
baseY = GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_BOTTOM);
if (!IsContest())
{
spriteId = CreateSprite(&gDestinyBondWhiteShadowSpriteTemplate, baseX, baseY, 55);
if (spriteId != MAX_SPRITES)
{
x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
y = GetBattlerSpriteCoordAttr(gBattleAnimTarget, BATTLER_COORD_ATTR_BOTTOM);
gSprites[spriteId].data[0] = baseX << 4;
gSprites[spriteId].data[1] = baseY << 4;

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@ -7580,8 +7580,8 @@ static void SpriteCB_SpriteOnMonForDuration(struct Sprite *sprite)
}
else
{
sprite->x = GetBattlerSpriteCoord(target, 0);
sprite->y = GetBattlerSpriteCoord(target, 1);
sprite->x = GetBattlerSpriteCoord(target, BATTLER_COORD_X);
sprite->y = GetBattlerSpriteCoord(target, BATTLER_COORD_Y);
sprite->x += gBattleAnimArgs[1];
sprite->y += gBattleAnimArgs[2];
sprite->data[0] = 0;
@ -7613,8 +7613,8 @@ static void SpriteCB_GrowingSuperpower(struct Sprite *sprite)
if (gBattleAnimArgs[0] == 0)
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
battler = gBattleAnimTarget;
sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimAttacker);
}
@ -7629,9 +7629,9 @@ static void SpriteCB_GrowingSuperpower(struct Sprite *sprite)
sprite->data[0] = 16;
sprite->data[1] = sprite->x;
sprite->data[2] = GetBattlerSpriteCoord(battler, 2);
sprite->data[2] = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2);
sprite->data[3] = sprite->y;
sprite->data[4] = GetBattlerSpriteCoord(battler, 3);
sprite->data[4] = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET);
InitAnimLinearTranslation(sprite);
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
@ -7836,8 +7836,8 @@ static void SpriteCB_MindBlownBall(struct Sprite *sprite)
{
s16 oldPosX = sprite->x;
s16 oldPosY = sprite->y;
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
sprite->data[0] = 0;
sprite->data[1] = gBattleAnimArgs[0];
sprite->data[2] = gBattleAnimArgs[1];
@ -8212,8 +8212,8 @@ static void SpriteCB_AnimSpriteOnSelectedMonPos(struct Sprite *sprite)
static void SpriteCB_SurroundingRing(struct Sprite *sprite)
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 40;
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 40;
sprite->data[0] = 13;
sprite->data[2] = sprite->x;
@ -8327,8 +8327,8 @@ static void AnimHappyHourCoinShower(struct Sprite *sprite)
//arg 2: initial y pixel offset
static void SpriteCB_Geyser(struct Sprite *sprite)
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + gBattleAnimArgs[1];
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[2];
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + gBattleAnimArgs[1];
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[2];
sprite->data[0] = gBattleAnimArgs[1] > 0 ? 1 : -1;
sprite->callback = AnimMudSportDirtRising;
@ -8340,8 +8340,8 @@ static void SpriteCB_Geyser(struct Sprite *sprite)
//arg 2: initial y pixel offset
static void SpriteCB_GeyserTarget(struct Sprite *sprite)
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + gBattleAnimArgs[1];
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[2];
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[1];
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[2];
sprite->data[0] = gBattleAnimArgs[1] > 0 ? 1 : -1;
sprite->callback = AnimMudSportDirtRising;
@ -8965,13 +8965,13 @@ static void SpriteCB_MoveSpriteUpwardsForDuration(struct Sprite* sprite)
{
if (gBattleAnimArgs[0] == ANIM_ATTACKER)
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0) + gBattleAnimArgs[1];
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + gBattleAnimArgs[2];
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X) + gBattleAnimArgs[1];
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + gBattleAnimArgs[2];
}
else
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0) + gBattleAnimArgs[1];
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + gBattleAnimArgs[2];
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X) + gBattleAnimArgs[1];
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + gBattleAnimArgs[2];
}
sprite->data[0] = 0;

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@ -442,9 +442,9 @@ static void AnimGunkShotParticles(struct Sprite *sprite)
InitSpritePosToAnimAttacker(sprite, TRUE);
sprite->data[0] = 30;
sprite->data[1] = sprite->x;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->data[3] = sprite->y;
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
InitAnimLinearTranslation(sprite);
sprite->data[5] = 0xD200 / sprite->data[0];
sprite->data[7] = gBattleAnimArgs[3];

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@ -518,8 +518,8 @@ static void AnimPsychoCut(struct Sprite *sprite)
InitSpritePosToAnimAttacker(sprite, 1);
lVarX = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + gBattleAnimArgs[2];
lVarY = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
lVarX = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2];
lVarY = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
rot = ArcTan2Neg(lVarX - sprite->x, lVarY - sprite->y);
rot += 0xC000;
TrySetSpriteRotScale(sprite, FALSE, 0x100, 0x100, rot);
@ -536,13 +536,13 @@ static void AnimateZenHeadbutt(struct Sprite *sprite)
{
if (gBattleAnimArgs[0] == 0)
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + 18;
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + 18;
}
else
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + 18;
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + 18;
}
StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);

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@ -737,10 +737,10 @@ void AnimTask_TectonicRageRollout(u8 taskId)
task = &gTasks[taskId];
var0 = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
var1 = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 24;
var2 = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
var3 = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + 24;
var0 = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
var1 = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 24;
var2 = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
var3 = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 24;
if (BATTLE_PARTNER(gBattleAnimAttacker) == gBattleAnimTarget)
var3 = var1;