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/*
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/*
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   Memory Blocks for KolibriOS v1.1
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   Memory Blocks for KolibriOS v1.11
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        Leency&Veliant Edition
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        Leency&Veliant Edition
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              2008-2017
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              2008-2019
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*/
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*/
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#define MEMSIZE 4096 * 15
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#define MEMSIZE 4096 * 15
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#include "..\lib\gui.h"
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#include "..\lib\gui.h"
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#endif
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#endif
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int bitstat[60], bitpict[60];
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int bitstat[60], bitpict[60];
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dword butonsx[60], butonsy[60];
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dword butonsx[60], butonsy[60];
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dword firstbit, secondbit;
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dword firstbit, secondbit;
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int i, count, lang;
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int count;
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				}
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			}
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				break;
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			break;
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		case evReDraw:
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		case evReDraw:
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			system.color.get();
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			system.color.get();
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			DefineAndDrawWindow(215,100,CELL_SIZE+4*10 + 4 + 9,PANEL_Y+4+PANEL_H+skin_height,
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			DefineAndDrawWindow(215,100,CELL_SIZE+4*10 + 4 + 9,PANEL_Y + 4 + PANEL_H +skin_height,0x34,0xC0C0C0,"Memory Blocks",0);
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				0x34,0xC0C0C0,"Memory Blocks",0);
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			GetProcessInfo(#Form, SelfInfo);
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			GetProcessInfo(#Form, SelfInfo);
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			Draw_Panel();
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			Draw_Panel();
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			Draw_Game_Pole();
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			Draw_Game_Pole();
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			break;
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			break;
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	}
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	}
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}
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}
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void NewGame()
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void NewGame()
-
 
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{
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{
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	int off;
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	int off;
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	int i;
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	FOR (i = 0; i < 60; i++)
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	FOR (i = 0; i < 60; i++)
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	{
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	{
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		bitpict[i] = 0;
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		bitstat[i] = 0;
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		bitpict[i] = 0;
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		bitpict[i] = 0;
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		do off = random(60); while (bitpict[off] != 0);
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		do off = random(60); while (bitpict[off] != 0);
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		bitpict[off] = i;
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		bitpict[off] = i;
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		do off = random(60); while (bitpict[off] != 0);
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		do off = random(60); while (bitpict[off] != 0);
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		bitpict[off] = i;
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		bitpict[off] = i;
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	}
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	}
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	Draw_Game_Pole();
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	Draw_Panel();
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}
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}
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void ReDraw_Game_Button(int id)
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void ReDraw_Game_Button(int id)
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{
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{
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	}
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	}
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}
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}
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void Draw_Game_Pole()
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void Draw_Game_Pole()
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{
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{
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	int i;
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	byte j;
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	byte j;
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	for (j = 0; j < stolbcov; j++)	for (i = 0; i < strok; i++)
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	for (j = 0; j < stolbcov; j++)	for (i = 0; i < strok; i++)
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	{
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	{
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			butonsx[j*strok+i] = CELL_SIZE+4 * j + 4; //save coordinates to avoid their recalculation after
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			butonsx[j*strok+i] = CELL_SIZE+4 * j + 4; //save coordinates to avoid 
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			butonsy[j*strok+i] = CELL_SIZE+4 * i + 4;
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			butonsy[j*strok+i] = CELL_SIZE+4 * i + 4; //their recalculation after
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			ReDraw_Game_Button(j*strok + i);
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			ReDraw_Game_Button(j*strok + i);
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	}
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	}
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}
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}