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			@ -609,19 +609,11 @@ void DrawGameplayScreen(void) | 
			
		
		
	
		
			
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			            { | 
			
		
		
	
		
			
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			                //if (lightsIII[i].active) DrawCircleV(lightsIII[i].position, lightsIII[i].radius, GOLD); | 
			
		
		
	
		
			
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			                //else DrawCircleLines(lightsIII[i].position.x, lightsIII[i].position.y, lightsIII[i].radius, GRAY); | 
			
		
		
	
		
			
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			                if (lightsIII[i].active) | 
			
		
		
	
		
			
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			                { | 
			
		
		
	
		
			
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			                    DrawTextureRec(texLight, lightsIII[i].frameRec, (Vector2){ lightsIII[i].position.x - 32, lightsIII[i].position.y - 32 }, WHITE); | 
			
		
		
	
		
			
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			                    DrawTexture(lightGlow, lightsIII[i].position.x - lightGlow.width/2, lightsIII[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f)); | 
			
		
		
	
		
			
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			                    DrawText(FormatText("%02i", lightsIII[i].requiredEnergy), lightsIII[i].position.x - 10, lightsIII[i].position.y + 14, 20, GRAY); | 
			
		
		
	
		
			
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			                } | 
			
		
		
	
		
			
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			                else  | 
			
		
		
	
		
			
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			                { | 
			
		
		
	
		
			
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			                    DrawTextureRec(texLight, lightsIII[i].frameRec, (Vector2){ lightsIII[i].position.x - 32, lightsIII[i].position.y - 32 }, WHITE); | 
			
		
		
	
		
			
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			                    DrawText(FormatText("%02i", lightsIII[i].requiredEnergy), lightsIII[i].position.x - 10, lightsIII[i].position.y + 14, 20, YELLOW); | 
			
		
		
	
		
			
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			                } | 
			
		
		
	
		
			
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			                DrawTextureRec(texLight, lightsIII[i].frameRec, (Vector2){ lightsIII[i].position.x - 32, lightsIII[i].position.y - 32 }, WHITE); | 
			
		
		
	
		
			
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			            } | 
			
		
		
	
		
			
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			            for (int i = 0; i < MAX_LIGHTS_III; i++) if (lightsIII[i].active) DrawTexture(lightGlow, lightsIII[i].position.x - lightGlow.width/2, lightsIII[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f)); | 
			
		
		
	
		
			
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			            for (int i = 0; i < MAX_LIGHTS_III; i++) DrawText(FormatText("%02i", lightsIII[i].requiredEnergy), lightsIII[i].position.x - 10, lightsIII[i].position.y + 14, 20, lightsIII[i].active ? GRAY : YELLOW); | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        case LEVEL_II: | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
	
		
			
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			@ -629,19 +621,11 @@ void DrawGameplayScreen(void) | 
			
		
		
	
		
			
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			            { | 
			
		
		
	
		
			
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			                //if (lightsII[i].active) DrawCircleV(lightsII[i].position, lightsII[i].radius, GOLD); | 
			
		
		
	
		
			
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			                //else DrawCircleLines(lightsI[i].position.x, lightsI[i].position.y, lightsI[i].radius, GRAY); | 
			
		
		
	
		
			
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			                if (lightsII[i].active) | 
			
		
		
	
		
			
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			                { | 
			
		
		
	
		
			
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			                    DrawTextureRec(texLight, lightsII[i].frameRec, (Vector2){ lightsII[i].position.x - 32, lightsII[i].position.y - 32 }, WHITE); | 
			
		
		
	
		
			
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			                    DrawTexture(lightGlow, lightsII[i].position.x - lightGlow.width/2, lightsII[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f)); | 
			
		
		
	
		
			
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			                    DrawText(FormatText("%02i", lightsII[i].requiredEnergy), lightsII[i].position.x - 10, lightsII[i].position.y + 14, 20, GRAY); | 
			
		
		
	
		
			
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			                } | 
			
		
		
	
		
			
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			                else | 
			
		
		
	
		
			
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			                { | 
			
		
		
	
		
			
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			                    DrawTextureRec(texLight, lightsII[i].frameRec, (Vector2){ lightsII[i].position.x - 32, lightsII[i].position.y - 32 }, WHITE); | 
			
		
		
	
		
			
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			                    DrawText(FormatText("%02i", lightsII[i].requiredEnergy), lightsII[i].position.x - 10, lightsII[i].position.y + 14, 20, YELLOW); | 
			
		
		
	
		
			
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			                } | 
			
		
		
	
		
			
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			                DrawTextureRec(texLight, lightsII[i].frameRec, (Vector2){ lightsII[i].position.x - 32, lightsII[i].position.y - 32 }, WHITE); | 
			
		
		
	
		
			
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			            } | 
			
		
		
	
		
			
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			            for (int i = 0; i < MAX_LIGHTS_II; i++) if (lightsII[i].active) DrawTexture(lightGlow, lightsII[i].position.x - lightGlow.width/2, lightsII[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f)); | 
			
		
		
	
		
			
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			            for (int i = 0; i < MAX_LIGHTS_II; i++) DrawText(FormatText("%02i", lightsII[i].requiredEnergy), lightsII[i].position.x - 10, lightsII[i].position.y + 14, 20, lightsII[i].active ? GRAY : YELLOW); | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        case LEVEL_I: | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
	
		
			
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			@ -649,19 +633,11 @@ void DrawGameplayScreen(void) | 
			
		
		
	
		
			
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			            { | 
			
		
		
	
		
			
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			                //if (lightsI[i].active) DrawCircleV(lightsI[i].position, lightsI[i].radius, GOLD); | 
			
		
		
	
		
			
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			                //else DrawCircleLines(lightsI[i].position.x, lightsI[i].position.y, lightsI[i].radius, GRAY); | 
			
		
		
	
		
			
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			                if (lightsI[i].active)  | 
			
		
		
	
		
			
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			                {     | 
			
		
		
	
		
			
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			                    DrawTextureRec(texLight, lightsI[i].frameRec, (Vector2){ lightsI[i].position.x - 32, lightsI[i].position.y - 32 }, WHITE); | 
			
		
		
	
		
			
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			                    DrawTexture(lightGlow, lightsI[i].position.x - lightGlow.width/2, lightsI[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f)); | 
			
		
		
	
		
			
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			                    DrawText(FormatText("%02i", lightsI[i].requiredEnergy), lightsI[i].position.x - 10, lightsI[i].position.y + 14, 20, GRAY); | 
			
		
		
	
		
			
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			                } | 
			
		
		
	
		
			
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			                else | 
			
		
		
	
		
			
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			                { | 
			
		
		
	
		
			
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			                    DrawTextureRec(texLight, lightsI[i].frameRec, (Vector2){ lightsI[i].position.x - 32, lightsI[i].position.y - 32 }, WHITE); | 
			
		
		
	
		
			
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			                    DrawText(FormatText("%02i", lightsI[i].requiredEnergy), lightsI[i].position.x - 10, lightsI[i].position.y + 14, 20, YELLOW); | 
			
		
		
	
		
			
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			                } | 
			
		
		
	
		
			
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			                DrawTextureRec(texLight, lightsI[i].frameRec, (Vector2){ lightsI[i].position.x - 32, lightsI[i].position.y - 32 }, WHITE); | 
			
		
		
	
		
			
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			            } | 
			
		
		
	
		
			
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			            for (int i = 0; i < MAX_LIGHTS_I; i++) if (lightsI[i].active) DrawTexture(lightGlow, lightsI[i].position.x - lightGlow.width/2, lightsI[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f)); | 
			
		
		
	
		
			
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			            for (int i = 0; i < MAX_LIGHTS_I; i++) DrawText(FormatText("%02i", lightsI[i].requiredEnergy), lightsI[i].position.x - 10, lightsI[i].position.y + 14, 20, lightsI[i].active ? GRAY : YELLOW); | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        default: break; | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
	
		
			
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