Add FRAMES macros to code (again)
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+7
-7
@@ -696,7 +696,7 @@ static void game_playing_process_card_draw()
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static void game_playing_discarded_cards_loop()
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{
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if (hand_get_size() == 0 && hand_state == HAND_SHUFFLING && discard_top >= -1 && timer > 10)
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if (hand_get_size() == 0 && hand_state == HAND_SHUFFLING && discard_top >= -1 && timer > FRAMES(10))
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{
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// We take each discarded card and put it back into the deck with a short animation
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static CardObject* discarded_card_object = NULL;
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@@ -834,7 +834,7 @@ 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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}
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if (i == 0 && *discarded_card == false && timer % 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_DRAW;
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*sound_played = false;
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@@ -849,7 +849,7 @@ 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 % 10 == 0)
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if (hand[i]->selected && 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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@@ -868,7 +868,7 @@ static void cards_in_hand_update_loop(bool* discarded_card, int* played_selectio
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timer = 1;
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}
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if (i == 0 && timer % 10 == 0)
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if (i == 0 && 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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@@ -1057,7 +1057,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
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switch (play_state)
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{
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case PLAY_PLAYING:
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if (i == 0 && (timer % 10 == 0 || played[played_top - *played_selections]->selected == false) && timer > 40)
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if (i == 0 && (timer % FRAMES(10) == 0 || played[played_top - *played_selections]->selected == false) && timer > FRAMES(40))
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{
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(*played_selections)--;
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@@ -1126,7 +1126,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
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}
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break;
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case PLAY_ENDING: // This is the reverse of PLAY_PLAYING. The cards get reset back to their neutral position sequentially
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if (i == 0 && (timer % 10 == 0 || played[played_top - *played_selections]->selected == false) && timer > 40)
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if (i == 0 && (timer % FRAMES(10) == 0 || played[played_top - *played_selections]->selected == false) && timer > FRAMES(40))
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{
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(*played_selections)--;
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@@ -1143,7 +1143,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
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}
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break;
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case PLAY_ENDED: // Basically a copy of HAND_DISCARD
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if (!*discarded_card && played[i] != NULL && timer > 40)
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if (!*discarded_card && played[i] != NULL && timer > FRAMES(40))
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{
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played_x = int2fx(240);
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played_y = int2fx(70);
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