Changed the way the selecting/played background works and added logic for changing the background depending on blind type
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@@ -22,6 +22,11 @@ static const int ante_lut[MAX_ANTE + 1] = {100, 300, 800, 2000, 5000, 11000, 200
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#define BIG_BLIND_TID (SMALL_BLIND_TID + 16)
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#define BOSS_BLIND_TID (BIG_BLIND_TID + 16)
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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_HIGHLIGHT_COLOR_INDEX 3
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#define BLIND_MAIN_COLOR_INDEX 4
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enum BlindState
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{
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BLIND_CURRENT,
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@@ -34,6 +39,7 @@ void blinds_init();
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int blind_get_requirement(int type, int ante);
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int blind_get_reward(int type);
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u16 blind_get_color(int type, int index);
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Sprite *blind_token_new(int type, int x, int y, int sprite_index);
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