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synced 2024-11-22 12:49:03 -06:00
Fixed an issue where first piece IHS was possible when it shouldn't have been
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@ -69,6 +69,7 @@ function GameMode:new(secret_inputs)
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self.used_randomizer = nil
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self.used_randomizer = nil
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self.hold_queue = nil
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self.hold_queue = nil
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self.held = false
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self.held = false
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self.bgm_progression = 0
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self.section_start_time = 0
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self.section_start_time = 0
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self.section_times = { [0] = 0 }
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self.section_times = { [0] = 0 }
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self.secondary_section_times = { [0] = 0 }
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self.secondary_section_times = { [0] = 0 }
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@ -287,6 +288,10 @@ function GameMode:update(inputs, ruleset)
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end
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end
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end
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end
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end
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end
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-- end-of-frame actions, including music swap
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self:swapMusic(self.level)
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self.prev_inputs = inputs
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self.prev_inputs = inputs
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end
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end
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@ -317,6 +322,8 @@ function GameMode:afterLineClear(cleared_row_count) end
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function GameMode:onPieceEnter() end
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function GameMode:onPieceEnter() end
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function GameMode:onHold() end
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function GameMode:onHold() end
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function GameMode:swapMusic(level) end
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function GameMode:onSoftDrop(dropped_row_count)
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function GameMode:onSoftDrop(dropped_row_count)
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self.drop_bonus = self.drop_bonus + 1 * dropped_row_count
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self.drop_bonus = self.drop_bonus + 1 * dropped_row_count
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end
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end
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@ -478,7 +485,7 @@ end
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function GameMode:initializeOrHold(inputs, ruleset)
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function GameMode:initializeOrHold(inputs, ruleset)
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if (
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if (
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self.frames == 0 or (ruleset.are and self:getARE() ~= 0) and self.ihs or false
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(self.frames == 0 or (ruleset.are and self:getARE() ~= 0)) and self.ihs or false
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) and self.enable_hold and inputs["hold"] == true then
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) and self.enable_hold and inputs["hold"] == true then
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self:hold(inputs, ruleset, true)
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self:hold(inputs, ruleset, true)
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else
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else
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@ -571,11 +578,16 @@ function GameMode:getHighScoreData()
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end
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end
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function GameMode:animation(x, y, skin, colour)
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function GameMode:animation(x, y, skin, colour)
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local p = 0.5
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local l = (
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(self.last_lcd - self.lcd) / self.last_lcd
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)
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local dx = l * (x - (1 + self.grid.width) / 2)
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local dy = l * (y - (1 + self.grid.height) / 2)
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return {
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return {
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1, 1, 1,
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1, 1, 1, 1, skin, colour,
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-0.25 + 1.25 * (self.lcd / self.last_lcd),
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48 + (x + dx) * 16,
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skin, colour,
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(y + dy) * 16 + (464 / (p - 1)) * l * (p - l)
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48 + x * 16, y * 16
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}
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}
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end
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end
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