Fix Iterating over every blind instead of 3 max
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+3
-7
@@ -4,10 +4,6 @@
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#include "blinds_gfx.h"
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#include "graphic_utils.h"
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#define SMALL_BLIND_REWARD 3
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#define BIG_BLIND_REWARD 4
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#define BOSS_BLIND_REWARD 5
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// +1 is added because we'll actually be indexing at 1, but if something causes you to go to ante 0, there will still be a value there.
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static const int ante_lut[MAX_ANTE + 1] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000};
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@@ -19,7 +15,7 @@ static const u16 boss_blind_token_palette[PAL_ROW_LEN] = {0x0000, 0x2CC9, 0x3D0D
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static const Blind blindMap[BLIND_TYPE_MAX] =
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{
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#define BLIND_INFO(NAME, name, multi) \
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#define BLIND_INFO(NAME, name, multi, _reward) \
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{ \
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.type = BLIND_TYPE_##NAME , \
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.pal_info = \
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@@ -29,7 +25,7 @@ static const Blind blindMap[BLIND_TYPE_MAX] =
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.pb = NAME##_BLIND_PB, \
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}, \
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.score_req_multipler = multi , \
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.reward = NAME##_BLIND_REWARD, \
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.reward = _reward , \
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},
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BLIND_INFO_TABLE
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#undef BLIND_INFO
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@@ -40,7 +36,7 @@ void blind_init()
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// Blind graphics (fighting grit every step of the way as usual)
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GRIT_CPY(&tile_mem[4][SMALL_BLIND_TID], blinds_gfxTiles);
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for(int i = 0; i < BLIND_TYPE_MAX; i++)
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for(int i = 0; i < BLIND_COUNT; i++)
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{
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const u16* pal = blindMap[i].pal_info.palette;
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