refactor: update blind and joker definitions; change game state to GAME_BLIND_SELECT
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+4
-3
@@ -18,9 +18,10 @@ static const int ante_lut[MAX_ANTE + 1] = {100, 300, 800, 2000, 5000, 11000, 200
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#define BIG_BLIND_PB 2
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#define BIG_BLIND_PB 2
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#define BOSS_BLIND_PB 3
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#define BOSS_BLIND_PB 3
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#define SMALL_BLIND_TID 832
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#define BLIND_SPRITE_OFFSET 16
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#define BIG_BLIND_TID (SMALL_BLIND_TID + 16)
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#define SMALL_BLIND_TID 960
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#define BOSS_BLIND_TID (BIG_BLIND_TID + 16)
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#define BIG_BLIND_TID (BLIND_SPRITE_OFFSET * BIG_BLIND)
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#define BOSS_BLIND_TID (BLIND_SPRITE_OFFSET * BOSS_BLIND)
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#define BLIND_TEXT_COLOR_INDEX 1
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#define BLIND_TEXT_COLOR_INDEX 1
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#define BLIND_SHADOW_COLOR_INDEX 2
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#define BLIND_SHADOW_COLOR_INDEX 2
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+6
-5
@@ -1,15 +1,16 @@
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#ifndef JOKER_H
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#ifndef JOKER_H
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#define JOKER_H
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#define JOKER_H
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#define JOKER_TID 880 // Tile ID for the starting index in the tile memory
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#define JOKER_SPRITE_OFFSET 16 // Offset for the joker sprites
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#define JOKER_PB 4 // Palette bank for the default jokers
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#define JOKER_STARTING_LAYER 27
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#include <maxmod.h>
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#include <maxmod.h>
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#include "sprite.h"
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#include "sprite.h"
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#include "card.h"
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#include "card.h"
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#include "game.h"
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#define JOKER_TID (MAX_HAND_SIZE + MAX_SELECTION_SIZE) * JOKER_SPRITE_OFFSET // Tile ID for the starting index in the tile memory
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#define JOKER_SPRITE_OFFSET 16 // Offset for the joker sprites
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#define JOKER_PB 4 // Palette bank for the default jokers
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#define JOKER_STARTING_LAYER 27
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#define BASE_EDITION 0
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#define BASE_EDITION 0
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#define FOIL_EDITION 1
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#define FOIL_EDITION 1
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+2
-2
@@ -27,7 +27,7 @@ static uint timer = 0; // This might already exist in libtonc but idk so i'm jus
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static int game_speed = 1;
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static int game_speed = 1;
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static int background = 0;
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static int background = 0;
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static enum GameState game_state = GAME_SHOP; // The current game state, this is used to determine what the game is doing at any given time
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static enum GameState game_state = GAME_BLIND_SELECT; // 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 HandState hand_state = HAND_DRAW;
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static enum PlayState play_state = PLAY_PLAYING;
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static enum PlayState play_state = PLAY_PLAYING;
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static int state = 0; // General state variable, used for switch statements in each game state related function
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static int state = 0; // General state variable, used for switch statements in each game state related function
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@@ -51,7 +51,7 @@ static int discards = 0;
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static int round = 0;
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static int round = 0;
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static int ante = 1;
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static int ante = 1;
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static int money = 100;
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static int money = 4;
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static int score = 0;
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static int score = 0;
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static int temp_score = 0; // This is the score that shows in the same spot as the hand type.
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static int temp_score = 0; // This is the score that shows in the same spot as the hand type.
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static FIXED lerped_score = 0;
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static FIXED lerped_score = 0;
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