Fix Iterating over every blind instead of 3 max
This commit is contained in:
+6
-4
@@ -5,6 +5,8 @@
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#define MAX_ANTE 8 // The GBA's max uint value is around 4 billion, so we're going to not add endless mode for simplicity's sake
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#define MAX_ANTE 8 // The GBA's max uint value is around 4 billion, so we're going to not add endless mode for simplicity's sake
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#define BLIND_COUNT 3
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#define SMALL_BLIND_PB 1
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#define SMALL_BLIND_PB 1
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#define BIG_BLIND_PB 2
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#define BIG_BLIND_PB 2
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#define BOSS_BLIND_PB 3
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#define BOSS_BLIND_PB 3
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@@ -26,13 +28,13 @@ enum BlindColorIndex
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};
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};
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#define BLIND_INFO_TABLE \
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#define BLIND_INFO_TABLE \
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BLIND_INFO(SMALL, small, FIX_ONE) \
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BLIND_INFO(SMALL, small, FIX_ONE, 3) \
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BLIND_INFO(BIG, big, FIX_ONE) \
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BLIND_INFO(BIG, big, (FIX_ONE * 3) / 2, 4) \
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BLIND_INFO(BOSS, boss, FIX_ONE)
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BLIND_INFO(BOSS, boss, FIX_ONE * 2, 5)
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enum BlindType
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enum BlindType
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{
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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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BLIND_TYPE_##NAME ,
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BLIND_TYPE_##NAME ,
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BLIND_INFO_TABLE
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BLIND_INFO_TABLE
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BLIND_TYPE_MAX,
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BLIND_TYPE_MAX,
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+3
-7
@@ -4,10 +4,6 @@
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#include "blinds_gfx.h"
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#include "blinds_gfx.h"
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#include "graphic_utils.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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// +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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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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static const Blind blindMap[BLIND_TYPE_MAX] =
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{
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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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{ \
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.type = BLIND_TYPE_##NAME , \
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.type = BLIND_TYPE_##NAME , \
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.pal_info = \
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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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.pb = NAME##_BLIND_PB, \
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}, \
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}, \
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.score_req_multipler = multi , \
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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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},
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BLIND_INFO_TABLE
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BLIND_INFO_TABLE
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#undef BLIND_INFO
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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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// 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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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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{
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const u16* pal = blindMap[i].pal_info.palette;
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const u16* pal = blindMap[i].pal_info.palette;
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+7
-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 *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 *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_TYPE_MAX] = {NULL}; // The sprites that display the blinds when in "GAME_BLIND_SELECT" 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 int current_blind = BLIND_TYPE_SMALL;
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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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// 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_TYPE_MAX] =
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static enum BlindState blinds[BLIND_COUNT] =
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{
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{
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BLIND_STATE_CURRENT,
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BLIND_STATE_CURRENT,
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BLIND_STATE_UPCOMING,
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BLIND_STATE_UPCOMING,
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@@ -341,7 +341,6 @@ 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_DRAW_SFX 24
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#define PITCH_STEP_UNDISCARD_SFX 2*PITCH_STEP_DRAW_SFX
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#define PITCH_STEP_UNDISCARD_SFX 2*PITCH_STEP_DRAW_SFX
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#define BLIND_COUNT 3
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#define TEN_K 10000
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#define TEN_K 10000
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#define ONE_K 1000
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#define ONE_K 1000
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@@ -1102,7 +1101,7 @@ void deck_shuffle()
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void increment_blind(enum BlindState increment_reason)
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void increment_blind(enum BlindState increment_reason)
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{
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{
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current_blind++;
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current_blind++;
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if (current_blind >= BLIND_TYPE_MAX)
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if (current_blind >= BLIND_COUNT)
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{
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{
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current_blind = 0;
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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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blinds[0] = BLIND_STATE_CURRENT; // Reset the blinds to the first one
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@@ -2902,7 +2901,7 @@ void game_blind_select()
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change_background(BG_ID_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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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
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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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{
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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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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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@@ -2952,7 +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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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
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}
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}
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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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{
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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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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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}
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@@ -2983,14 +2982,14 @@ void game_blind_select()
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blinds_rect.top -= 1; // Because of the raised blind
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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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main_bg_se_move_rect_1_tile_vert(blinds_rect, SE_DOWN);
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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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{
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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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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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}
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}
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else if (timer >= MENU_POP_OUT_ANIM_FRAMES)
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else if (timer >= MENU_POP_OUT_ANIM_FRAMES)
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{
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{
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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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{
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obj_hide(blind_select_tokens[i]->obj);
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obj_hide(blind_select_tokens[i]->obj);
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}
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}
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