Removed all uses of float for optimization
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@@ -1576,7 +1576,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
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FIXED played_x = int2fx(120);
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FIXED played_y = int2fx(70);
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FIXED played_scale = float2fx(1.0f);
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FIXED played_scale = FIX_ONE;
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played_x = played_x + (int2fx(played_top - i) - int2fx(played_top) / 2) * -27;
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@@ -145,9 +145,9 @@ void sprite_object_reset_transform(SpriteObject* sprite_object)
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sprite_object->y = 0;
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sprite_object->vx = 0;
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sprite_object->vy = 0;
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sprite_object->tscale = float2fx(1.0f); // Target scale
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sprite_object->scale = float2fx(1.0f);
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sprite_object->vscale = float2fx(0.0f);
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sprite_object->tscale = FIX_ONE; // Target scale
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sprite_object->scale = FIX_ONE;
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sprite_object->vscale = 0;
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sprite_object->trotation = 0; // Target rotation
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sprite_object->rotation = 0;
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sprite_object->vrotation = 0;
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@@ -163,7 +163,7 @@ void sprite_object_update(SpriteObject* sprite_object)
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sprite_object->vrotation += (sprite_object->trotation - sprite_object->rotation) / 8; // Rotate the card when it's played
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// set velocity to 0 if it's close enough to the target
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const float epsilon = float2fx(0.01f);
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const FIXED epsilon = FIX_ONE>>7; // 1/(2^7) = 1/128 = 0.0078125
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if (sprite_object->vx < epsilon && sprite_object->vx > -epsilon && sprite_object->vy < epsilon && sprite_object->vy > -epsilon)
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{
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sprite_object->vx = 0;
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@@ -211,8 +211,8 @@ void sprite_object_update(SpriteObject* sprite_object)
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void sprite_object_shake(SpriteObject* sprite_object, mm_word sound_id)
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{
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sprite_object->vscale = float2fx(0.3f); // Scale down the card when it's scored
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sprite_object->vrotation = float2fx(8.0f); // Rotate the card when it's scored
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sprite_object->vscale = FIX_ONE >> 2; // (1/4 = 0.25) Scale down the card when it's scored
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sprite_object->vrotation = FIX_ONE << 3; // (2^3 = 8) Rotate the card when it's scored
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if (sound_id == UNDEFINED) return; // If no sound ID is provided, do nothing
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