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Remove stuff
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@ -295,9 +295,6 @@ enum {
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DIG_DISPLAY_BONUS_BIG
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DIG_DISPLAY_BONUS_BIG
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};
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};
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// DO NOT SUBMIT until committing in the 'DO NOT SUBMIT' state.
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// Keep for posterity as more of an unabridged explanation.
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// How ReelTime works
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// How ReelTime works
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// ==================
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// ==================
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// Entering ReelTime:
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// Entering ReelTime:
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@ -1781,13 +1778,6 @@ static void DrawMachineBias(void)
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if (sSlotMachine->reelTimeSpinsLeft == 0)
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if (sSlotMachine->reelTimeSpinsLeft == 0)
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{
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{
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// DO NOT SUBMIT until deleting this!!! Test code to see effects of
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// power bolts on ReelTime.
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// if ((Random() % 100) < 30) {
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// sSlotMachine->machineBias = BIAS_REELTIME;
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// } else {
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// sSlotMachine->machineBias = BIAS_POWER;
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// }
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if (!(sSlotMachine->machineBias & (BIAS_STRAIGHT_7 | BIAS_MIXED_7)))
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if (!(sSlotMachine->machineBias & (BIAS_STRAIGHT_7 | BIAS_MIXED_7)))
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{
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{
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if (ShouldTrySpecialBias())
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if (ShouldTrySpecialBias())
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@ -2556,39 +2546,12 @@ static bool8 DecideStop_Bias_Reel2_Bet3(void)
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// If you can line up the bias tag in the same row as reel 1 within 4 turns
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// If you can line up the bias tag in the same row as reel 1 within 4 turns
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if (DecideStop_Bias_Reel2_Bet1or2())
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if (DecideStop_Bias_Reel2_Bet1or2())
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{
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{
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// DO NOT SUBMIT until cleaning up this long-winded musing on Game
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// Freak's choices...
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//
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// QUESTION: Why is the 2-3 turn requirement in place?? That leaves out
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// some potential middle row matches. E.g.,
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// - Bias tag in top of reel 1 and it takes 1 turn to get it in the top
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// of reel 2
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// - Bias tag in bottom row of reel 1 and it takes 4 turns to get it in
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// the bottom row of reel 2
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// * In both cases above, it would have been possible to get the bias
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// tag in the middle row of reel 2, but we aren't considering it...
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// It'll just be matched in the same row instead
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//
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// The exact intent is a bit unclear. It could either be:
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// 1. Skewing toward a diagonal match rather than a straight match with
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// 2/5 probability.
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// 2. A programming error: They meant to guard against scenarios where a
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// match in the middle is impossible within 4 turns. E.g.,
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// - Bias tag in top of reel 1 and it would take 5 turns to get it
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// to match in the middle of reel 2
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// - Bias tag in bottom of reel 1 and bias tag is currently in
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// bottom of reel 2
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// But if this were the case, you would expect the inequality to be
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// sSlotMachine->reelExtraTurns[1] >= 1 ...
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// * I'll give them the benefit of the doubt and assume it was (1).
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// After all, the fact that they then check whether it's even
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// possible to match in the middle makes (2) redundant.
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//
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// If bias tag is not in the middle row of reel 1 and it takes either
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// If bias tag is not in the middle row of reel 1 and it takes either
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// 2 or 3 turns to get it in the same row for reel 2
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// 2 or 3 turns to get it in the same row for reel 2
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if (sSlotMachine->winnerRows[0] != 2 && sSlotMachine->reelExtraTurns[1] > 1 && sSlotMachine->reelExtraTurns[1] != 4)
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if (sSlotMachine->winnerRows[0] != 2 && sSlotMachine->reelExtraTurns[1] > 1 && sSlotMachine->reelExtraTurns[1] != 4)
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{
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{
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// Try to match the bias tag in middle row of reel 2 within 4 turns
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// Try turning this into a diagonal match by lining up the bias tag
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// in the middle row of reel 2 within 4 turns.
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for (i = 0; i <= 4; i++)
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for (i = 0; i <= 4; i++)
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{
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{
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if (GetTag(MIDDLE_REEL, 2 - i) == sSlotMachine->biasTag)
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if (GetTag(MIDDLE_REEL, 2 - i) == sSlotMachine->biasTag)
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