Implement a global SpriteObject update loop (#553)
* Implement `sprite_object_update_all` * clang format * Change update order * tmp * make it crash * Fix bad address crash * Address @MeirGavish's comments * Tweaked card draw position further * Tweaked card draw position further, again --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
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@@ -108,7 +108,6 @@ void game_main_menu_on_init(void)
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main_menu_ace->sprite_object->sprite->obj->attr0 |= ATTR0_AFF_DBL;
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main_menu_ace->sprite_object->tscale = float2fx(0.8f);
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sprite_object_position(main_menu_ace->sprite_object, MAIN_MENU_ACE_T_X, MAIN_MENU_ACE_T_Y);
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card_object_update(main_menu_ace);
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// Select last highlighted button, Play button by default.
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// e.g. if we return from the options menu, we want the Options button to be highlighted.
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@@ -122,7 +121,6 @@ void game_main_menu_on_init(void)
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void game_main_menu_on_update(void)
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{
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main_menu_ace->sprite_object->trotation = lu_sin((g_game_vars.timer << 8) / 2) / 3;
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card_object_update(main_menu_ace);
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selection_grid_process_input(&main_menu_selection_grid);
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}
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