Optimize bit operations, style fix, cleanup
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+4
-4
@@ -14,10 +14,10 @@
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#define MAX_CARDS_PER_HAND (NUM_SUITS * NUM_RANKS)
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#define MAX_CARDS_ON_SCREEN 16
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DECLARE_POOL_TYPE(Card);
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DEFINE_POOL_TYPE(Card, MAX_CARDS_PER_HAND);
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DECLARE_POOL_TYPE(CardObject);
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DEFINE_POOL_TYPE(CardObject, MAX_CARDS_ON_SCREEN);
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POOL_DECLARE_TYPE(Card);
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POOL_DEFINE_TYPE(Card, MAX_CARDS_PER_HAND);
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POOL_DECLARE_TYPE(CardObject);
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POOL_DEFINE_TYPE(CardObject, MAX_CARDS_ON_SCREEN);
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// Card sprites lookup table. First index is the suit, second index is the rank. The value is the tile index.
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const static u16 card_sprite_lut[NUM_SUITS][NUM_RANKS] = {
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