A little bit of scope creep here.
Renamed some of the state functions to include the word 'on'. Also replaced the switch statement in set_hand() with a lookup table access. This lookup table contains the chips, mult and display name for a given hand. Some may not like these changes, so we can easily roll back if need be.
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@@ -1,9 +1,9 @@
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// (stateEnum, on_init, on_update, on_exit)
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DEF_STATE_INFO(GAME_STATE_SPLASH_SCREEN, splash_screen_init, splash_screen_update, _noop)
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DEF_STATE_INFO(GAME_STATE_MAIN_MENU, game_main_menu_init, game_main_menu_update, _noop)
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DEF_STATE_INFO(GAME_STATE_PLAYING, game_round_init, game_playing_update, _noop)
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DEF_STATE_INFO(GAME_STATE_ROUND_END, _noop, game_round_end_update, game_round_end_exit)
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DEF_STATE_INFO(GAME_STATE_SHOP, _noop, game_shop_update, game_state_shop_exit)
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DEF_STATE_INFO(GAME_STATE_BLIND_SELECT, _noop, game_blind_select_update, game_blind_select_exit)
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DEF_STATE_INFO(GAME_STATE_LOSE, game_lose_init, game_lose_update, _noop)
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DEF_STATE_INFO(GAME_STATE_WIN, game_win_init, game_win_update, _noop)
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DEF_STATE_INFO(GAME_STATE_SPLASH_SCREEN, splash_screen_on_init, splash_screen_on_update, _noop)
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DEF_STATE_INFO(GAME_STATE_MAIN_MENU, game_main_menu_on_init, game_main_menu_on_update, _noop)
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DEF_STATE_INFO(GAME_STATE_PLAYING, game_round_on_init, game_playing_on_update, _noop)
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DEF_STATE_INFO(GAME_STATE_ROUND_END, _noop, game_round_end_on_update, game_round_end_on_exit)
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DEF_STATE_INFO(GAME_STATE_SHOP, _noop, game_shop_on_update, game_shop_on_exit)
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DEF_STATE_INFO(GAME_STATE_BLIND_SELECT, _noop, game_blind_select_on_update, game_blind_select_on_exit)
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DEF_STATE_INFO(GAME_STATE_LOSE, game_lose_on_init, game_lose_on_update, _noop)
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DEF_STATE_INFO(GAME_STATE_WIN, game_win_on_init, game_win_on_update, _noop)
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@@ -1,15 +0,0 @@
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DEF_JOKER_GFX(0)
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DEF_JOKER_GFX(1)
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DEF_JOKER_GFX(2)
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DEF_JOKER_GFX(3)
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DEF_JOKER_GFX(4)
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DEF_JOKER_GFX(5)
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DEF_JOKER_GFX(6)
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DEF_JOKER_GFX(7)
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DEF_JOKER_GFX(8)
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DEF_JOKER_GFX(9)
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DEF_JOKER_GFX(10)
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DEF_JOKER_GFX(11)
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DEF_JOKER_GFX(12)
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DEF_JOKER_GFX(13)
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DEF_JOKER_GFX(14)
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@@ -7,7 +7,7 @@
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#define SPLASH_DURATION_SECONDS 10
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#define SPLASH_DURATION_FRAMES (SPLASH_FPS * SPLASH_DURATION_SECONDS)
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void splash_screen_init();
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void splash_screen_update();
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void splash_screen_on_init();
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void splash_screen_on_update();
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#endif // SPLASH_SCREEN_H
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