Implement Seltzer and Joker Expiration effect (#252)
* Add Seltzer art * Implement Joker expiration * Add exception to copying Jokers + Seltzer message fix * Move all scoring logic to joker_object_score away from check_and_score_joker_for_event --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
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@@ -139,8 +139,12 @@ int joker_get_sell_value(const Joker* joker);
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JokerObject *joker_object_new(Joker *joker);
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void joker_object_destroy(JokerObject **joker_object);
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void joker_object_update(JokerObject *joker_object);
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void joker_object_shake(JokerObject *joker_object, mm_word sound_id); // This doesn't actually score anything, it just performs an animation and plays a sound effect
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bool joker_object_score(JokerObject *joker_object, CardObject* card_object, enum JokerEvent joker_event, u32 *chips, u32 *mult, int *money, bool *retrigger); // This scores the joker and returns true if it was scored successfully (Card = NULL means the joker is independent and not scored by a card)
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// This doesn't actually score anything, it just performs an animation and plays a sound effect
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void joker_object_shake(JokerObject *joker_object, mm_word sound_id);
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// This scores the joker and returns true if it was scored successfully
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// card_object = NULL means the joker_event does not concern a particular Card, i.e. Independend or On_Blind_Selected
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// as opposed to events that concern a particular card, i.e. On_Card_Scored or On_Card_Held
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bool joker_object_score(JokerObject *joker_object, CardObject* card_object, enum JokerEvent joker_event);
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void joker_object_set_selected(JokerObject* joker_object, bool selected);
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bool joker_object_is_selected(JokerObject* joker_object);
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