Separate out graphics and add ability change boss
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+8
-8
@@ -78,12 +78,12 @@ 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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static Sprite *blind_select_tokens[BLIND_COUNT] = {NULL}; // The sprites that display the blinds when in "GAME_BLIND_SELECT" state
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static Sprite *blind_select_tokens[BLIND_TYPE_MAX] = {NULL}; // The sprites that display the blinds when in "GAME_BLIND_SELECT" state
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static int current_blind = BLIND_TYPE_SMALL;
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// The current state of the blinds, this is used to determine what the game is doing at any given time
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static enum BlindState blinds[BLIND_COUNT] =
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static enum BlindState blinds[BLIND_TYPE_MAX] =
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{
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BLIND_STATE_CURRENT,
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BLIND_STATE_UPCOMING,
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@@ -708,7 +708,7 @@ void change_background(int id)
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int x_to = 9 + (i * 5);
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int y_to = 29;
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for (int j = 0; j < BLIND_COUNT; j++)
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for (int j = 0; j < BLIND_TYPE_MAX; j++)
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{
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memcpy16(&se_mem[MAIN_BG_SBB][x_to + 32 * y_to], &se_mem[MAIN_BG_SBB][x_from + 32 * y_from], 5);
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y_from++;
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@@ -1101,7 +1101,7 @@ void deck_shuffle()
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void increment_blind(enum BlindState increment_reason)
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{
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current_blind++;
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if (current_blind >= BLIND_COUNT)
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if (current_blind >= BLIND_TYPE_MAX)
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{
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current_blind = 0;
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blinds[0] = BLIND_STATE_CURRENT; // Reset the blinds to the first one
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@@ -2901,7 +2901,7 @@ void game_blind_select()
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change_background(BG_ID_BLIND_SELECT);
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
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for (int i = 0; i < BLIND_COUNT; i++)
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for (int i = 0; i < BLIND_TYPE_MAX; i++)
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{
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sprite_position(blind_select_tokens[i], blind_select_tokens[i]->pos.x, blind_select_tokens[i]->pos.y - TILE_SIZE);
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}
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@@ -2951,7 +2951,7 @@ void game_blind_select()
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
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}
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for (int i = 0; i < BLIND_COUNT; i++)
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for (int i = 0; i < BLIND_TYPE_MAX; i++)
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{
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sprite_position(blind_select_tokens[i], blind_select_tokens[i]->pos.x, blind_select_tokens[i]->pos.y - (TILE_SIZE * 12));
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}
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@@ -2982,14 +2982,14 @@ void game_blind_select()
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blinds_rect.top -= 1; // Because of the raised blind
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main_bg_se_move_rect_1_tile_vert(blinds_rect, SE_DOWN);
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for (int i = 0; i < BLIND_COUNT; i++)
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for (int i = 0; i < BLIND_TYPE_MAX; i++)
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{
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sprite_position(blind_select_tokens[i], blind_select_tokens[i]->pos.x, blind_select_tokens[i]->pos.y + TILE_SIZE);
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}
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}
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else if (timer >= MENU_POP_OUT_ANIM_FRAMES)
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{
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for (int i = 0; i < BLIND_COUNT; i++)
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for (int i = 0; i < BLIND_TYPE_MAX; i++)
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{
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obj_hide(blind_select_tokens[i]->obj);
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}
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