Unified timer default value to be 0
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+12
-17
@@ -806,8 +806,7 @@ void init_game_state(enum GameState game_state_to_init)
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// Game functions
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void game_set_state(enum GameState new_game_state)
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{
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// TODO: Reset timer. To 1? To 0?
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timer = 0; // Reset the timer
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init_game_state(new_game_state);
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game_state = new_game_state;
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}
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@@ -950,7 +949,7 @@ static void game_playing_process_card_draw()
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{
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hand_state = HAND_SELECT; // Change the hand state to select after drawing all the cards
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cards_drawn = 0;
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timer = 1;
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timer = 0;
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}
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}
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@@ -1001,7 +1000,6 @@ static void game_playing_discarded_cards_loop()
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{
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hand_state = HAND_SELECT; // Reset the hand state to the functional default
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game_set_state(GAME_ROUND_END); // Set the game state back to playing
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timer = 1; // Reset the timer
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}
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}
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}
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@@ -1071,7 +1069,7 @@ static void cards_in_hand_update_loop(bool* discarded_card, int* played_selectio
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hand_top--;
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cards_drawn++; // This technically isn't drawing cards, I'm just reusing the variable
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*sound_played = false;
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timer = 1;
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timer = 0;
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hand_y = hand[i]->y;
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hand_x = hand[i]->x;
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@@ -1103,7 +1101,7 @@ static void cards_in_hand_update_loop(bool* discarded_card, int* played_selectio
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*sound_played = false;
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cards_drawn = 0;
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hand_selections = 0;
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timer = 1;
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timer = 0;
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break;
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}
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@@ -1112,7 +1110,7 @@ static void cards_in_hand_update_loop(bool* discarded_card, int* played_selectio
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hand_x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top];
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hand_y += (24 << FIX_SHIFT);
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if (hand[i]->selected && timer % FRAMES(10) == 0)
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if (hand[i]->selected && *discarded_card == false && timer % FRAMES(10) == 0)
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{
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hand[i]->selected = false;
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played_push(hand[i]);
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@@ -1128,15 +1126,15 @@ static void cards_in_hand_update_loop(bool* discarded_card, int* played_selectio
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hand_selections--;
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cards_drawn++;
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timer = 1;
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*discarded_card = true;
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}
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if (i == 0 && timer % FRAMES(10) == 0)
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if (i == 0 && *discarded_card == false && timer % FRAMES(10) == 0)
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{
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hand_state = HAND_PLAYING;
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cards_drawn = 0;
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hand_selections = 0;
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timer = 1;
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timer = 0;
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*played_selections = played_top + 1;
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switch (hand_type) // select the cards that apply to the hand type
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@@ -1327,7 +1325,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
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if (*played_selections == 0)
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{
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play_state = PLAY_SCORING;
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timer = 1;
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timer = 0;
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}
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}
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@@ -1376,7 +1374,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
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{
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tte_erase_rect_wrapper(PLAYED_CARDS_SCORES_RECT);
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play_state = PLAY_ENDING;
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timer = 1;
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timer = 0;
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*played_selections = played_top + 1; // Reset the played selections to the top of the played stack
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break;
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}
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@@ -1396,7 +1394,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
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if (*played_selections == 0)
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{
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play_state = PLAY_ENDED;
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timer = 1;
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timer = 0;
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}
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}
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@@ -1444,7 +1442,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
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hand_selections = 0;
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*played_selections = 0;
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played_top = -1; // Reset the played stack
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timer = 1;
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timer = 0;
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break; // Break out of the loop to avoid accessing an invalid index
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}
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}
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@@ -1885,7 +1883,6 @@ void game_round_end() // Writing this kind a made me want to kms. If somewone wa
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break;
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}
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default:
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timer = 0;
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sequence_step = 0;
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state = 0;
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blind_reward = 0;
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@@ -2070,7 +2067,6 @@ void game_shop()
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}
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default:
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state = 0; // Reset the state
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timer = 0; // Reset the timer
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selection_x = 0; // Reset the selection
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top_row = true; // Reset the top row selection
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@@ -2154,7 +2150,6 @@ void game_blind_select()
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else if (current_blind == SMALL_BLIND)
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{
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game_set_state(GAME_PLAYING);
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timer = 0;
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}
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break;
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}
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