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Refactor a bit
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@@ -0,0 +1,4 @@
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# Auto game for my little man
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```sh
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gcc -o auto auto.c -lraylib -lGL -lm -lpthread -ldl -lrt -Wl,-rpath,/usr/lib/x86_64-linux-gnu -I/usr/include/raylib -D_DEFAULT_SOURCE
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```
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@@ -32,24 +32,25 @@ typedef struct Garage {
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Color color;
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} Garage;
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typedef struct {
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int score;
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Car car;
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int framesCounter;
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bool gameOver;
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bool pause;
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bool allowMove;
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Garage* garages;
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} GameState;
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//----------------------------------------------------------------------------------
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// Global Variables Declaration
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//----------------------------------------------------------------------------------
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static const int screenWidth = 1600;
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static const int screenHeight = 1000;
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static int framesCounter = 0;
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static bool gameOver = false;
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static bool pause = false;
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static Car car;
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static bool allowMove = false;
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static Vector2 offset;
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static Texture autoTexture;
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static Texture garageTexture;
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static Garage garages[GARAGE_COUNT];
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static Color garageColors[GARAGE_COUNT] = {
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RED, GREEN, BLUE, YELLOW, PURPLE
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};
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@@ -57,7 +58,9 @@ static Color garageColors[GARAGE_COUNT] = {
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static Sound autoHappy;
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static Sound autoSad;
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static int score = 0;
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static GameState gameState;
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static Vector2 offset = {screenWidth % SQUARE_SIZE, screenHeight % SQUARE_SIZE};
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//----------------------------------------------------------------------------------
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// Module Functions Declaration (local)
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@@ -78,7 +81,6 @@ int main(void) {
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autoHappy = LoadSound("resources/auto_happy_vob.ogg");
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autoSad = LoadSound("resources/auto_sad_vob.ogg");
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autoTexture = LoadTexture("resources/car_200px.png");
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garageTexture = LoadTexture("resources/autogarage_200px.png");
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InitGame();
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@@ -105,66 +107,64 @@ int main(void) {
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// Initialize game variables
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void InitGame(void) {
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SetRandomSeed(time(NULL));
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int randomIndex = GetRandomValue(0, 4);
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car.color = garageColors[randomIndex];
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framesCounter = 0;
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gameOver = false;
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pause = false;
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allowMove = false;
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gameState.score = 0;
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gameState.framesCounter = 0;
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gameState.gameOver = false;
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gameState.pause = false;
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gameState.allowMove = false;
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gameState.car = (Car){ (Vector2){offset.x / 2, offset.y / 2 + 2 * SQUARE_SIZE}, (Vector2){SQUARE_SIZE, SQUARE_SIZE}, garageColors[randomIndex], 0 };
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gameState.garages = (Garage*)malloc(GARAGE_COUNT * sizeof(Garage));
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offset.x = screenWidth % SQUARE_SIZE;
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offset.y = screenHeight % SQUARE_SIZE;
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car.position = (Vector2){offset.x / 2, offset.y / 2 + 2 * SQUARE_SIZE};
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car.size = (Vector2){SQUARE_SIZE, SQUARE_SIZE};
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InitGarages();
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}
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// Update game (one frame)
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void UpdateGame(void) {
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if (!gameOver) {
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if (!gameState.gameOver) {
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if (IsKeyPressed('P'))
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pause = !pause;
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gameState.pause = !gameState.pause;
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if (!pause) {
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if (IsKeyPressed(KEY_UP) && allowMove && car.position.y > 0) {
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car.direction = -1;
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allowMove = false;
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if (!gameState.pause) {
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if (IsKeyPressed(KEY_UP) && gameState.allowMove && gameState.car.position.y > 0) {
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gameState.car.direction = -1;
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gameState.allowMove = false;
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}
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if (IsKeyPressed(KEY_DOWN) && allowMove && car.position.y < (screenHeight - SQUARE_SIZE)) {
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car.direction = 1;
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allowMove = false;
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if (IsKeyPressed(KEY_DOWN) && gameState.allowMove && gameState.car.position.y < (screenHeight - SQUARE_SIZE)) {
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gameState.car.direction = 1;
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gameState.allowMove = false;
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}
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if ((framesCounter % (FPS_TARGET / 60)) == 0) {
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car.position.x += SQUARE_SIZE/FPS_TARGET;
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car.position.y += car.direction * SQUARE_SIZE;
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allowMove = true;
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car.direction = 0;
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if ((gameState.framesCounter % (FPS_TARGET / 60)) == 0) {
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gameState.car.position.x += (float)SQUARE_SIZE/FPS_TARGET;
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gameState.car.position.y += gameState.car.direction * SQUARE_SIZE;
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gameState.allowMove = true;
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gameState.car.direction = 0;
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}
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for (int i = 0; i < GARAGE_COUNT; i++) {
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if (CheckCollisionRecs((Rectangle){car.position.x, car.position.y, car.size.x, car.size.y},
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(Rectangle){garages[i].position.x, garages[i].position.y, garages[i].size.x, garages[i].size.y})) {
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if (ColorToInt(car.color) == ColorToInt(garages[i].color)) {
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if (CheckCollisionRecs((Rectangle){gameState.car.position.x, gameState.car.position.y, gameState.car.size.x, gameState.car.size.y},
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(Rectangle){gameState.garages[i].position.x, gameState.garages[i].position.y, gameState.garages[i].size.x, gameState.garages[i].size.y})) {
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if (ColorToInt(gameState.car.color) == ColorToInt(gameState.garages[i].color)) {
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PlaySound(autoHappy);
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score++;
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gameState.score++;
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InitGame();
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} else {
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PlaySound(autoSad);
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gameOver = true;
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gameState.gameOver = true;
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}
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}
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}
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framesCounter++;
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gameState.framesCounter++;
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}
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} else {
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if (IsKeyPressed(KEY_ENTER)) {
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score = 0;
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gameState.score = 0;
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InitGame();
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}
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}
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@@ -176,25 +176,25 @@ void DrawGame(void) {
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ClearBackground(DARKGRAY);
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if (!gameOver) {
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if (!gameState.gameOver) {
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for (int i = 1; i < screenHeight / SQUARE_SIZE + 1; i++) {
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for (int j = 0; j < screenWidth / (SQUARE_SIZE / 2); j += 2) {
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DrawRectangle(j * (SQUARE_SIZE / 2) + offset.x / 2, SQUARE_SIZE * i + offset.y / 2, SQUARE_SIZE / 2, SQUARE_SIZE / 8, RAYWHITE);
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DrawRectangle(j * ((float)SQUARE_SIZE / 2) + offset.x / 2, SQUARE_SIZE * i + offset.y / 2, SQUARE_SIZE / 2, SQUARE_SIZE / 8, RAYWHITE);
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}
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}
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// Draw garages
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for (int i = 0; i < GARAGE_COUNT; i++) {
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DrawRectangleRec((Rectangle){garages[i].position.x, garages[i].position.y, garages[i].size.x, garages[i].size.y}, garages[i].color);
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DrawRectangleRec((Rectangle){gameState.garages[i].position.x, gameState.garages[i].position.y, gameState.garages[i].size.x, gameState.garages[i].size.y}, gameState.garages[i].color);
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}
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DrawTextureV(autoTexture, car.position, car.color);
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DrawTextureV(autoTexture, gameState.car.position, gameState.car.color);
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// Draw score
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DrawText(TextFormat("Score: %d", score), 20, 20, 20, RAYWHITE);
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DrawText(TextFormat("Score: %d", gameState.score), 20, 20, 20, RAYWHITE);
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if (pause)
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if (gameState.pause)
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DrawText("GAME PAUSED", screenWidth / 2 - MeasureText("GAME PAUSED", 40) / 2, screenHeight / 2 - 40, 40, GRAY);
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} else
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DrawText(
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@@ -208,9 +208,9 @@ void DrawGame(void) {
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void InitGarages(void) {
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for (int i = 0; i < GARAGE_COUNT; i++) {
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garages[i].size = (Vector2){SQUARE_SIZE, SQUARE_SIZE};
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garages[i].position = (Vector2){screenWidth - garages[i].size.x, i * garages[i].size.y};
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garages[i].color = garageColors[i];
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gameState.garages[i].size = (Vector2){SQUARE_SIZE, SQUARE_SIZE};
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gameState.garages[i].position = (Vector2){screenWidth - gameState.garages[i].size.x, i * gameState.garages[i].size.y};
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gameState.garages[i].color = garageColors[i];
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}
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}
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@@ -220,6 +220,7 @@ void UnloadGame(void) {
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UnloadTexture(garageTexture);
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UnloadSound(autoSad);
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UnloadSound(autoHappy);
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free(gameState.garages);
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CloseAudioDevice();
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}
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