Buggy restarting
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+124
-28
@@ -42,6 +42,8 @@ static int state = 0; // General state variable, used for switch statements in e
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static enum HandType hand_type = NONE;
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static CardObject *main_menu_ace = NULL;
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static Sprite *playing_blind_token = NULL; // The sprite that displays the blind when in "GAME_PLAYING/GAME_ROUND_END" state
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static Sprite *round_end_blind_token = NULL; // The sprite that displays the blind when in "GAME_ROUND_END" state
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@@ -51,31 +53,31 @@ static int current_blind = SMALL_BLIND;
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static enum BlindState blinds[MAX_BLINDS] = {BLIND_CURRENT, BLIND_UPCOMING, BLIND_UPCOMING}; // The current state of the blinds, this is used to determine what the game is doing at any given time
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// Red deck default (can later be moved to a deck.h file or something)
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static int max_hands = 4;
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static int max_discards = 4;
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static int max_hands;
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static int max_discards;
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// Set in game_init and game_round_init
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static int hands = 0;
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static int discards = 0;
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static int hands;
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static int discards;
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static int round = 0;
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static int ante = 1;
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static int money = 4;
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static int score = 0;
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static int round;
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static int ante;
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static int money;
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static int score;
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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_temp_score = 0;
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static int chips = 0;
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static int mult = 0;
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static int chips;
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static int mult;
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static int hand_size = 8; // Default hand size is 8
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static int cards_drawn = 0;
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static int hand_selections = 0;
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static int hand_size; // Default hand size is 8
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static int cards_drawn;
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static int hand_selections;
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static int selection_x = 0;
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static int selection_y = 0;
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static int selection_x;
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static int selection_y;
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static bool sort_by_suit = false;
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static bool sort_by_suit;
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// Stacks
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static JokerObject *jokers[MAX_JOKERS_HELD_SIZE] = {NULL};
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@@ -119,6 +121,19 @@ static inline CardObject *played_pop()
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return played[played_top--];
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}
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// Hand stack
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static inline void hand_push(CardObject *card_object)
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{
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if (hand_top >= MAX_HAND_SIZE - 1) return;
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hand[++hand_top] = card_object;
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}
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static inline CardObject *hand_pop()
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{
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if (hand_top < 0) return NULL;
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return hand[hand_top--];
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}
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// Deck stack
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static inline void deck_push(Card *card)
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{
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@@ -473,6 +488,7 @@ void change_background(int id)
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}
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REG_WIN0V = (REG_WIN0V << 8) | 0xA0; // Set window 0 bottom to 160
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toggle_windows(true, true);
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for (int i = 0; i <= 2; i++)
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{
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@@ -636,8 +652,6 @@ void change_background(int id)
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// Disable the button highlight colors
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// Select button PID is 5 and the outline is 3
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memcpy16(&pal_bg_mem[3], &pal_bg_mem[5], 1);
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affine_background_change_background(AFFINE_BG_MAIN_MENU);
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}
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else
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{
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@@ -993,11 +1007,27 @@ void game_round_init()
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deck_shuffle(); // Shuffle the deck at the start of the round
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}
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void game_main_menu_init()
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{
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affine_background_change_background(AFFINE_BG_MAIN_MENU);
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main_menu_ace = card_object_new(card_new(SPADES, ACE));
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card_object_set_sprite(main_menu_ace, 0); // Set the sprite for the ace of spades
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main_menu_ace->sprite_object->sprite->obj->attr0 |= ATTR0_AFF_DBL; // Make the sprite double sized
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main_menu_ace->sprite_object->tx = int2fx(88);
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main_menu_ace->sprite_object->x = main_menu_ace->sprite_object->tx;
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main_menu_ace->sprite_object->ty = int2fx(26);
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main_menu_ace->sprite_object->y = main_menu_ace->sprite_object->ty;
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main_menu_ace->sprite_object->tscale = float2fx(0.8f);
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}
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void init_game_state(enum GameState game_state_to_init)
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{
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// Switch written out, add init for states as needed
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switch (game_state_to_init)
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{
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case GAME_MAIN_MENU:
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game_main_menu_init();
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break;
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case GAME_PLAYING:
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game_round_init();
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break;
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@@ -1045,26 +1075,55 @@ void game_init()
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obj_hide(blind_select_tokens[BIG_BLIND]->obj);
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obj_hide(blind_select_tokens[BOSS_BLIND]->obj);
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// Fill the deck with all the cards. Later on this can be replaced with a more dynamic system that allows for different decks and card types.
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for (int suit = 0; suit < NUM_SUITS; suit++)
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{
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for (int rank = 0; rank < NUM_RANKS; rank++)
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{
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Card *card = card_new(suit, rank);
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deck_push(card);
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}
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}
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game_set_state(game_state);
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}
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void game_start()
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{
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affine_background_change_background(AFFINE_BG_GAME);
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// Normally I would just cache these and hide/unhide but I didn't feel like dealing with defining a layer for it
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card_destroy(&main_menu_ace->card);
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card_object_destroy(&main_menu_ace);
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jokers_avialable_to_shop_init();
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current_blind = SMALL_BLIND;
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blinds[0] = BLIND_CURRENT;
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blinds[1] = BLIND_UPCOMING;
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blinds[2] = BLIND_UPCOMING;
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hand_state = HAND_DRAW;
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play_state = PLAY_PLAYING;
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hand_type = NONE;
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max_hands = 4;
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max_discards = 4;
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hands = max_hands;
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discards = max_discards;
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round = 0;
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ante = 1;
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money = 4;
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score = 0;
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temp_score = 0; // This is the score that shows in the same spot as the hand type.
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lerped_score = 0;
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lerped_temp_score = 0;
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chips = 0;
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mult = 0;
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hand_size = 8; // Default hand size is 8
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cards_drawn = 0;
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hand_selections = 0;
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selection_x = 0;
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selection_y = 0;
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sort_by_suit = false;
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// Fill the deck with all the cards. Later on this can be replaced with a more dynamic system that allows for different decks and card types.
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for (int suit = 0; suit < NUM_SUITS; suit++)
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{
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@@ -2678,6 +2737,10 @@ void game_main_menu()
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{
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change_background(BG_ID_MAIN_MENU);
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card_object_update(main_menu_ace);
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main_menu_ace->sprite_object->trotation = lu_sin((timer << 8) / 2) / 3;
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main_menu_ace->sprite_object->rotation = main_menu_ace->sprite_object->trotation;
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if (key_hit(KEY_LEFT))
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{
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if (selection_x > 0)
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@@ -2716,6 +2779,39 @@ void game_main_menu()
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}
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}
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void game_lose()
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{
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game_round_end_cleanup();
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// Cleanup the stacks
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while(hand_top >= 0)
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{
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CardObject *card_object = hand_pop();
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card_destroy(&card_object->card);
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card_object_destroy(&card_object);
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}
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while (deck_top >= 0)
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{
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Card *card = deck_pop();
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card_destroy(&card);
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}
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while (discard_top >= 0)
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{
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Card *card = discard_pop();
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card_destroy(&card);
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}
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while (jokers_top >= 0)
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{
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JokerObject *joker_object = joker_pop();
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joker_object_destroy(&joker_object);
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}
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game_set_state(GAME_MAIN_MENU);
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}
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void game_update()
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{
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timer++;
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@@ -2749,7 +2845,7 @@ void game_update()
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game_blind_select();
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break;
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case GAME_LOSE:
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// Handle lose logic here
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game_lose();
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break;
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}
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}
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