Arreglos y limpieza de código
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@@ -12,22 +12,22 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset,
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this->lang = lang;
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// Reserva memoria para los punteros
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LTexture *item1 = new LTexture(renderer, asset->get("item_points1_disk.png"));
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Texture *item1 = new Texture(renderer, asset->get("item_points1_disk.png"));
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itemTextures.push_back(item1);
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LTexture *item2 = new LTexture(renderer, asset->get("item_points2_gavina.png"));
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Texture *item2 = new Texture(renderer, asset->get("item_points2_gavina.png"));
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itemTextures.push_back(item2);
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LTexture *item3 = new LTexture(renderer, asset->get("item_points3_pacmar.png"));
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Texture *item3 = new Texture(renderer, asset->get("item_points3_pacmar.png"));
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itemTextures.push_back(item3);
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LTexture *item4 = new LTexture(renderer, asset->get("item_clock.png"));
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Texture *item4 = new Texture(renderer, asset->get("item_clock.png"));
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itemTextures.push_back(item4);
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LTexture *item5 = new LTexture(renderer, asset->get("item_coffee.png"));
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Texture *item5 = new Texture(renderer, asset->get("item_coffee.png"));
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itemTextures.push_back(item5);
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LTexture *item6 = new LTexture(renderer, asset->get("item_coffee_machine.png"));
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Texture *item6 = new Texture(renderer, asset->get("item_coffee_machine.png"));
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itemTextures.push_back(item6);
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eventHandler = new SDL_Event();
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