kind of fixed how game_speed behaves
This commit is contained in:
@@ -72,7 +72,7 @@ LIBDIRS := $(LIBGBA) $(LIBTONC)
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export OUTPUT := $(CURDIR)/$(BUILD)/$(TARGET)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir)) \
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+51
-87
@@ -99,56 +99,48 @@ static int discard_top = -1;
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// Played stack
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static inline void played_push(CardObject *card_object)
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{
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if (played_top >= MAX_SELECTION_SIZE - 1)
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return;
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if (played_top >= MAX_SELECTION_SIZE - 1) return;
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played[++played_top] = card_object;
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}
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static inline CardObject *played_pop()
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{
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if (played_top < 0)
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return NULL;
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if (played_top < 0) return NULL;
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return played[played_top--];
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}
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// Deck stack
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static inline void deck_push(Card *card)
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{
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if (deck_top >= MAX_DECK_SIZE - 1)
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return;
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if (deck_top >= MAX_DECK_SIZE - 1) return;
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deck[++deck_top] = card;
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}
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static inline Card *deck_pop()
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{
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if (deck_top < 0)
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return NULL;
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if (deck_top < 0) return NULL;
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return deck[deck_top--];
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}
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// Discard stack
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static inline void discard_push(Card *card)
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{
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if (discard_top >= MAX_DECK_SIZE - 1)
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return;
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if (discard_top >= MAX_DECK_SIZE - 1) return;
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discard_pile[++discard_top] = card;
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}
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static inline Card *discard_pop()
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{
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if (discard_top < 0)
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return NULL;
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if (discard_top < 0) return NULL;
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return discard_pile[discard_top--];
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}
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// get-functions, for other files to view game state (mainly for jokers)
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CardObject **get_hand_array(void)
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{
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CardObject **get_hand_array(void) {
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return hand;
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}
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int get_hand_top(void)
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{
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int get_hand_top(void) {
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return hand_top;
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}
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@@ -157,18 +149,15 @@ int hand_get_size(void)
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return hand_top + 1;
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}
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CardObject **get_played_array(void)
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{
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CardObject **get_played_array(void) {
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return played;
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}
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int get_played_top(void)
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{
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int get_played_top(void) {
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return played_top;
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}
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List *get_jokers(void)
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{
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List *get_jokers(void) {
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return jokers;
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}
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@@ -182,21 +171,19 @@ void remove_held_joker(int joker_idx)
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list_remove_by_idx(jokers, joker_idx);
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}
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int get_deck_top(void)
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{
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int get_deck_top(void) {
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return deck_top;
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}
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int get_num_discards_remaining(void)
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{
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int get_num_discards_remaining(void) {
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return discards;
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}
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int get_money(void)
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{
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int get_money(void) {
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return money;
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}
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// Consts
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// Rects left top right bottom
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@@ -217,10 +204,7 @@ static const Rect HAND_BG_RECT_SELECTING = {9, 11, 24, 17};
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//static const Rect HAND_BG_RECT_PLAYING = {9, 14, 24, 18 };
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static const Rect TOP_LEFT_ITEM_SRC_RECT = {0, 20, 8, 25 };
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static const BG_POINT TOP_LEFT_PANEL_POINT = {
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0,
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0,
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};
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static const BG_POINT TOP_LEFT_PANEL_POINT = {0, 0, };
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static const Rect TOP_LEFT_PANEL_ANIM_RECT = {0, 0, 8, 4 };
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/* Contains the shop icon/current blind etc.
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* The difference between TOP_LEFT_PANEL_ANIM_RECT and TOP_LEFT_PANEL_RECT
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@@ -229,10 +213,7 @@ static const Rect TOP_LEFT_PANEL_ANIM_RECT = {0, 0, 8, 4};
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* TOP_LEFT_PANEL_ANIM_RECT should be used for animations,
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* TOP_LEFT_PANEL_RECT for copies etc. but mind the overlap
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*/
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static const BG_POINT TOP_LEFT_BLIND_TITLE_POINT = {
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0,
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21,
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};
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static const BG_POINT TOP_LEFT_BLIND_TITLE_POINT = {0, 21, };
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static const Rect BIG_BLIND_TITLE_SRC_RECT = {0, 26, 8, 26 };
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static const Rect BOSS_BLIND_TITLE_SRC_RECT = {0, 27, 8, 27 };
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static const BG_POINT GAME_OVER_SRC_RECT_3X3_POS = {25, 29};
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@@ -391,8 +372,7 @@ enum HandType hand_get_type()
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res_hand_type = FLUSH;
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// Check for straight
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if (hand_contains_straight(ranks))
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{
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if (hand_contains_straight(ranks)) {
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if (res_hand_type == FLUSH)
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res_hand_type = STRAIGHT_FLUSH;
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else
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@@ -400,8 +380,7 @@ enum HandType hand_get_type()
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}
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// Check for royal flush vs regular straight flush
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if (res_hand_type == STRAIGHT_FLUSH)
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{
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if (res_hand_type == STRAIGHT_FLUSH) {
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if (ranks[TEN] && ranks[JACK] && ranks[QUEEN] && ranks[KING] && ranks[ACE])
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return ROYAL_FLUSH;
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return STRAIGHT_FLUSH;
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@@ -410,40 +389,32 @@ enum HandType hand_get_type()
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// The following can be optimized better but not sure how much it matters
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u8 n_of_a_kind = hand_contains_n_of_a_kind(ranks);
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if (n_of_a_kind >= 5)
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{
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if (res_hand_type == FLUSH)
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{
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if (n_of_a_kind >= 5) {
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if (res_hand_type == FLUSH) {
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return FLUSH_FIVE;
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}
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return FIVE_OF_A_KIND;
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}
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if (n_of_a_kind == 4)
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{
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if (n_of_a_kind == 4) {
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return FOUR_OF_A_KIND;
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}
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if (n_of_a_kind == 3 && hand_contains_full_house(ranks))
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{
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if (n_of_a_kind == 3 && hand_contains_full_house(ranks)) {
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return FULL_HOUSE;
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}
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// Flush is more valuable than the remaining hand types, so return now
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if (res_hand_type == FLUSH)
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{
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if (res_hand_type == FLUSH) {
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return FLUSH;
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}
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if (n_of_a_kind == 3)
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{
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if (n_of_a_kind == 3) {
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return THREE_OF_A_KIND;
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}
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if (n_of_a_kind == 2)
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{
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if (hand_contains_two_pair(ranks))
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{
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if (n_of_a_kind == 2) {
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if (hand_contains_two_pair(ranks)) {
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return TWO_PAIR;
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}
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return PAIR;
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@@ -860,8 +831,7 @@ void set_hand()
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void card_draw()
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{
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if (deck_top < 0 || hand_top >= hand_size - 1 || hand_top >= MAX_HAND_SIZE - 1)
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return;
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if (deck_top < 0 || hand_top >= hand_size - 1 || hand_top >= MAX_HAND_SIZE - 1) return;
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CardObject *card_object = card_object_new(deck_pop());
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@@ -881,8 +851,7 @@ void card_draw()
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void hand_set_focus(int index)
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{
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if (index < 0 || index > hand_top || hand_state != HAND_SELECT)
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return;
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if (index < 0 || index > hand_top || hand_state != HAND_SELECT) return;
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selection_x = index;
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play_sfx(SFX_CARD_FOCUS, MM_BASE_PITCH_RATE + rand() % 512);
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@@ -890,8 +859,7 @@ void hand_set_focus(int index)
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void hand_toggle_card_selection()
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{
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if (hand_state != HAND_SELECT || hand[selection_x] == NULL)
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return;
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if (hand_state != HAND_SELECT || hand[selection_x] == NULL) return;
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if (card_object_is_selected(hand[selection_x]))
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{
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@@ -939,15 +907,13 @@ int hand_get_max_size()
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bool hand_discard()
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{
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if (hand_state != HAND_SELECT || hand_selections == 0)
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return false;
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if (hand_state != HAND_SELECT || hand_selections == 0) return false;
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return true;
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}
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bool hand_play()
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{
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if (hand_state != HAND_SELECT || hand_selections == 0)
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return false;
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if (hand_state != HAND_SELECT || hand_selections == 0) return false;
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return true;
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}
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@@ -1064,6 +1030,7 @@ static void game_lose_init()
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game_over_init();
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// Using the text color to match the "Game Over" text
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affine_background_set_color(TEXT_CLR_RED);
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}
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static void game_win_init()
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@@ -1128,12 +1095,10 @@ void game_init()
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jokers_available_to_shop_init();
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// Initialize jokers list
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if (jokers)
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list_destroy(&jokers);
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if (jokers) list_destroy(&jokers);
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jokers = list_new(MAX_JOKERS_HELD_SIZE);
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if (discarded_jokers != NULL)
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list_destroy(&discarded_jokers);
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if (discarded_jokers != NULL) list_destroy(&discarded_jokers);
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discarded_jokers = list_new(MAX_JOKERS_HELD_SIZE);
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hands = max_hands;
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@@ -1304,7 +1269,7 @@ static void game_playing_process_input_and_state()
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if (mult > 0)
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{
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temp_score = chips * mult;
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lerped_temp_score = (float)(1.0f / game_speed) * int2fx(temp_score);
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lerped_temp_score = (float)(1.0f / game_speed) * int2fx(temp_score); // game speed affects how fast the score text increases.
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lerped_score = int2fx(score);
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display_temp_score(temp_score);
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@@ -1554,8 +1519,7 @@ static void cards_in_hand_update_loop(bool *discarded_card, int *played_selectio
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case HAND_DISCARD: // TODO: Add sound
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bool break_loop;
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card_in_hand_loop_handle_discard_and_shuffling(i, discarded_card, &hand_x, &hand_y, sound_played, &break_loop);
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if (break_loop)
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break;
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if (break_loop) break;
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break;
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case HAND_PLAY:
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@@ -1617,8 +1581,7 @@ static void cards_in_hand_update_loop(bool *discarded_card, int *played_selectio
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}
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}
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if (card_object_is_selected(played[i]))
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break;
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if (card_object_is_selected(played[i])) break;
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}
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break;
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case TWO_PAIR: // find two pairs of cards with the same rank (Requires recursion)
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@@ -1637,8 +1600,7 @@ static void cards_in_hand_update_loop(bool *discarded_card, int *played_selectio
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}
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}
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if (card_object_is_selected(played[i]))
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break;
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if (card_object_is_selected(played[i])) break;
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}
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for (; i <= played_top - 1; i++) // Find second pair
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@@ -1677,8 +1639,7 @@ static void cards_in_hand_update_loop(bool *discarded_card, int *played_selectio
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}
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}
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if (card_object_is_selected(played[i]))
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break;
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if (card_object_is_selected(played[i])) break;
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}
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break;
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case FOUR_OF_A_KIND: // find four cards with the same rank (requires recursion)
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@@ -2069,8 +2030,7 @@ void game_round_end()
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obj_unhide(round_end_blind_token->obj, 0);
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int current_ante = ante;
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if (current_blind == BOSS_BLIND)
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current_ante--; // Beating the boss blind increases the ante, so we need to display the previous ante value
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if (current_blind == BOSS_BLIND) current_ante--; // Beating the boss blind increases the ante, so we need to display the previous ante value
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Rect blind_req_rect = ROUND_END_BLIND_REQ_RECT;
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int blind_req = blind_get_requirement(current_blind, current_ante);
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@@ -2114,8 +2074,7 @@ void game_round_end()
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}
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case 4: // Every 20 frames, display the blind reward and update the text until it reaches 0
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{
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if (timer % FRAMES(20) != 0)
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break;
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if (timer % FRAMES(20) != 0) break;
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// TODO: Add sound effect here
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@@ -2525,7 +2484,9 @@ static void shop_top_row_on_key_hit(SelectionGrid *selection_grid, Selection *se
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{
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int shop_joker_idx = selection->x - 1; // - 1 to account for next round button
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JokerObject *joker_object = list_get(shop_jokers, shop_joker_idx);
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if (joker_object == NULL || list_get_size(jokers) >= MAX_JOKERS_HELD_SIZE || money < joker_object->joker->value)
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if (joker_object == NULL
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|| list_get_size(jokers) >= MAX_JOKERS_HELD_SIZE
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|| money < joker_object->joker->value)
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{
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return;
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}
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@@ -2603,7 +2564,8 @@ SelectionGridRow shop_selection_rows[] =
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{
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{0, jokers_sel_row_get_size, jokers_sel_row_on_selection_changed, jokers_sel_row_on_key_hit},
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{1, shop_top_row_get_size, shop_top_row_on_selection_changed, shop_top_row_on_key_hit},
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{2, shop_reroll_row_get_size, shop_reroll_row_on_selection_changed, shop_reroll_row_on_key_hit}};
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{2, shop_reroll_row_get_size, shop_reroll_row_on_selection_changed, shop_reroll_row_on_key_hit}
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};
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static const Selection SHOP_INIT_SEL = {-1, 1};
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@@ -2977,7 +2939,8 @@ static void discarded_jokers_update_loop()
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{
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JokerObject* joker_object = list_get(discarded_jokers, i);
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joker_object_update(joker_object);
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if (joker_object->sprite_object->x == joker_object->sprite_object->tx && joker_object->sprite_object->y == joker_object->sprite_object->ty)
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if (joker_object->sprite_object->x == joker_object->sprite_object->tx
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&& joker_object->sprite_object->y == joker_object->sprite_object->ty)
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{
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list_remove_by_idx(discarded_jokers, i);
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joker_object_destroy(&joker_object);
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@@ -2993,7 +2956,8 @@ static void held_jokers_update_loop()
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{13, -13, 0, 0, 0},
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{26, 0, -26, 0, 0},
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{39, 13, -13, -39, 0},
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{40, 20, 0, -20, -40}};
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{40, 20, 0, -20, -40}
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};
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FIXED hand_x = int2fx(HELD_JOKERS_POS.x);
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+4
-8
@@ -74,8 +74,7 @@ Sprite *sprite_new(u16 a0, u16 a1, u32 tid, u32 pb, int sprite_index)
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void sprite_destroy(Sprite **sprite)
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{
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if (*sprite == NULL)
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return;
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if (*sprite == NULL) return;
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obj_hide((*sprite)->obj);
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free_sprites[(*sprite)->obj - obj_buffer] = NULL;
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if ((*sprite)->aff != NULL)
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@@ -88,8 +87,7 @@ void sprite_destroy(Sprite **sprite)
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int sprite_get_layer(Sprite *sprite)
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{
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if (sprite == NULL || sprite->obj == NULL)
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return -1;
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if (sprite == NULL || sprite->obj == NULL) return -1;
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return sprite->obj - obj_buffer;
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}
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@@ -128,8 +126,7 @@ SpriteObject *sprite_object_new()
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void sprite_object_destroy(SpriteObject** sprite_object)
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{
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if (*sprite_object == NULL)
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return;
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if (*sprite_object == NULL) return;
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sprite_destroy(&((*sprite_object)->sprite));
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free(*sprite_object);
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*sprite_object = NULL;
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@@ -220,8 +217,7 @@ void sprite_object_shake(SpriteObject *sprite_object, mm_word sound_id)
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sprite_object->vscale = float2fx(0.3f);
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sprite_object->vrotation = float2fx(8.0f); //Rotate the card when it's scored
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if (sound_id == UNDEFINED)
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return; // If no sound ID is provided, do nothing
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if (sound_id == UNDEFINED) return; // If no sound ID is provided, do nothing
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play_sfx(sound_id, MM_BASE_PITCH_RATE);
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}
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Reference in New Issue
Block a user