Preparing for rebase
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@@ -64,6 +64,8 @@ typedef struct
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char *display_name;
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} HandValues;
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typedef void (*ActionFn)();
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// Used as a No Operation for game states that have no init and/or exit function.
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// ricfehr3 did the work of determining whether a noop or a NULL check was more
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// efficient. Well, this is the answer.
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@@ -86,6 +88,9 @@ static void game_lose_on_init();
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static void game_lose_on_update();
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static void game_win_on_init();
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static void game_win_on_update();
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static void game_shop_intro();
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static void game_shop_process_user_input();
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static void game_shop_outro();
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static uint rng_seed = 0;
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@@ -119,6 +124,9 @@ static const HandValues hand_values[] =
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{ .chips = 160, .mult = 16, .display_name = "FLUSH 5" } // FLUSH_FIVE
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};
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static const ActionFn shop_state_actions[] =
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{ game_shop_intro, game_shop_process_user_input, game_shop_outro };
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static enum GameState game_state = GAME_STATE_SPLASH_SCREEN; // The current game state, this is used to determine what the game is doing at any given time
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static enum HandState hand_state = HAND_DRAW;
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static enum PlayState play_state = PLAY_PLAYING;
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