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update slots multispin to actually work (#42)
update slots multispin to actually work
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@@ -324,20 +324,23 @@ public class SlotsCommand : ICommand
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public void ExecuteGameLoop(int spins, int featureSpins = 0)
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{
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GeneratePreBoard(featureSpins);
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var fCount = 0;
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for (var i = 0; i < 5; i++) for (var j = 0; j < 5; j++) if (_preboard[i, j] == FEATURE) fCount++;
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for (int sp = 0; sp < spins; sp++)
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{
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GeneratePreBoard(featureSpins);
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var fCount = 0;
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for (var i = 0; i < 5; i++) for (var j = 0; j < 5; j++) if (_preboard[i, j] == FEATURE) fCount++;
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if (featureSpins == 0) {
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_activeFeatureTier = fCount >= 5 ? 5 : (fCount >= 3 ? fCount : 0);
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_showGoldCircle = _activeFeatureTier >= 3; _currentFeatureSpin = 0;
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} else {
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_showGoldCircle = true; _currentFeatureSpin = featureSpins;
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if (featureSpins == 0) {
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_activeFeatureTier = fCount >= 5 ? 5 : (fCount >= 3 ? fCount : 0);
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_showGoldCircle = _activeFeatureTier >= 3; _currentFeatureSpin = 0;
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} else {
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_showGoldCircle = true; _currentFeatureSpin = featureSpins;
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}
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ProcessReelsAndWins();
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var total = _activeFeatureTier switch { 3 => 3, 4 => 5, 5 => 10, _ => 0 };
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if (featureSpins == 0) for (var s = 1; s <= total; s++) ExecuteGameLoop(1,s);
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}
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ProcessReelsAndWins();
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var total = _activeFeatureTier switch { 3 => 3, 4 => 5, 5 => 10, _ => 0 };
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if (featureSpins == 0) for (var s = 1; s <= total; s++) ExecuteGameLoop(1,s);
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}
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private void ProcessReelsAndWins()
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