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SHERLOCK: Clean up ADJUST_COORD slightly
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@ -808,7 +808,11 @@ void TattooScene::setupBGArea(const byte cMap[PALETTE_SIZE]) {
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}
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}
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#define ADJUST_COORD(COORD) if (COORD != -1) COORD *= FIXED_INT_MULTIPLIER
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#define ADJUST_COORD(COORD) \
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if (COORD.x != -1) \
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COORD.x *= FIXED_INT_MULTIPLIER; \
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if (COORD.y != -1) \
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COORD.y *= FIXED_INT_MULTIPLIER
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int TattooScene::startCAnim(int cAnimNum, int playRate) {
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TattooEngine &vm = *(TattooEngine *)_vm;
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@ -831,14 +835,10 @@ int TattooScene::startCAnim(int cAnimNum, int playRate) {
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PositionFacing teleport2 = cAnim._teleport[1];
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// If the co-ordinates are valid (not -1), adjust them by the fixed int multiplier
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ADJUST_COORD(goto1.x);
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ADJUST_COORD(goto1.y);
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ADJUST_COORD(goto2.x);
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ADJUST_COORD(goto2.y);
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ADJUST_COORD(teleport1.x);
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ADJUST_COORD(teleport1.y);
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ADJUST_COORD(teleport2.x);
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ADJUST_COORD(teleport2.y);
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ADJUST_COORD(goto1);
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ADJUST_COORD(goto2);
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ADJUST_COORD(teleport1);
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ADJUST_COORD(teleport2);
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// See if the Player must walk to a position before the animation starts
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SpriteType savedPlayerType = people[HOLMES]._type;
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