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+17
-11
@@ -466,6 +466,11 @@ static const BG_POINT MAIN_MENU_ACE_T = {88, 26};
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#define PITCH_STEP_DRAW_SFX 24
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#define PITCH_STEP_UNDISCARD_SFX 2*PITCH_STEP_DRAW_SFX
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#define STARTING_ROUND 0
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#define STARTING_ANTE 1
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#define STARTING_MONEY 4
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#define STARTING_SCORE 0
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#define TEN_K 10000
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#define ONE_K 1000
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@@ -1295,6 +1300,15 @@ void game_init()
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hands = max_hands;
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discards = max_discards;
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timer = TM_ZERO;
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current_blind = BLIND_TYPE_SMALL;
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blinds[0] = BLIND_STATE_CURRENT;
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blinds[1] = BLIND_STATE_UPCOMING;
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blinds[2] = BLIND_STATE_UPCOMING;
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round = STARTING_ROUND;
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ante = STARTING_ANTE;
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money = STARTING_MONEY;
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score = STARTING_SCORE;
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blind_select_tokens[BLIND_TYPE_SMALL] = blind_token_new(BLIND_TYPE_SMALL, CUR_BLIND_TOKEN_POS.x, CUR_BLIND_TOKEN_POS.y, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 3);
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blind_select_tokens[BLIND_TYPE_BIG] = blind_token_new(BLIND_TYPE_BIG, CUR_BLIND_TOKEN_POS.x, CUR_BLIND_TOKEN_POS.y, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 4);
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@@ -3169,16 +3183,6 @@ static void game_lose_on_update()
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// util we decide what we want to do after a game over.
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static void game_over_on_exit()
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{
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timer = TM_ZERO;
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current_blind = BLIND_TYPE_SMALL;
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blinds[0] = BLIND_STATE_CURRENT;
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blinds[1] = BLIND_STATE_UPCOMING;
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blinds[2] = BLIND_STATE_UPCOMING;
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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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for (int i = 0; i < list_get_size(jokers); i ++)
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{
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JokerObject *joker_object = list_get(jokers, i);
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@@ -3196,6 +3200,9 @@ static void game_over_on_exit()
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sprite_destroy(&blind_select_tokens[BLIND_TYPE_BIG]);
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sprite_destroy(&blind_select_tokens[BLIND_TYPE_BOSS]);
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list_destroy(&jokers_available_to_shop);
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game_init();
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display_round(round);
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display_score(score);
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display_chips(chips);
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@@ -3214,7 +3221,6 @@ static void game_over_on_exit()
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); // Ante
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affine_background_load_palette(affine_background_gfxPal);
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game_init();
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}
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static void game_win_on_update()
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