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Clean up slot drawing
Fix typos
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@ -1,7 +1,7 @@
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#ifndef GUARD_CONSTANTS_SLOT_MACHINE_H
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#define GUARD_CONSTANTS_SLOT_MACHINE_H
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#define NUM_REELS 3
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#define NUM_REELS 3
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#define REEL_NUM_TAGS 21
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#define REEL_TAG_HEIGHT 24
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#define SLOT_MACHINE_COUNT 12
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@ -1727,14 +1727,18 @@ static bool8 AwardPayoutAction_FreeTask(struct Task *task)
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return FALSE;
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}
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// Get the tag at position `offset` below the top of the reel window
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// Get the tag at position `offset` below the top of the reel's tape. Note that
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// if `offset` is negative, it wraps around to the bottom of the tape.
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// .-----------------.
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// | 7RD | 7RD | 7RD | <- offset = 0
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// | [ ] | [ ] | [ ] | <- offset = 0
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// /-----|-----|-----\
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// screen -> | CHY | CHY | POW | <- offset = 1
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// | AZU | REP | 7BL | <- offset = 2
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// | REP | LOT | REP | <- offset = 3
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// screen -> | [ ] | [ ] | [ ] | <- offset = 1
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// | [ ] | [ ] | [ ] | <- offset = 2
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// | [ ] | [ ] | [ ] | <- offset = 3
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// \-----|-----|-----/
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// | ... | ... | ... |
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// | [ ] | [ ] | [ ] | <- offset = 20
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// .-----------------.
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static u8 GetTagAtRest(u8 reel, s16 offset)
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{
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s16 pos = (sSlotMachine->reelPositions[reel] + offset) % REEL_NUM_TAGS;
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