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Phantom Mania mechanic bugfixes
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a8ac8f5966
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@ -19,13 +19,16 @@ function PhantomManiaGame:new()
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self.next_queue_length = 1
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self.next_queue_length = 1
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self.SGnames = {
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self.SGnames = {
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"9", "8", "7", "6", "5", "4", "3", "2", "1",
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9",
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"GM"
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"GM"
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}
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}
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self.roll_frames = 0
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self.roll_frames = 0
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self.combo = 1
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self.combo = 1
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self.tetrises = 0
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self.section_tetrises = {[0] = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
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self.section_req = true
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self.randomizer = History6RollsRandomizer()
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self.randomizer = History6RollsRandomizer()
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end
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end
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@ -105,12 +108,23 @@ end
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function PhantomManiaGame:onLineClear(cleared_row_count)
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function PhantomManiaGame:onLineClear(cleared_row_count)
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if not self.clear then
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if not self.clear then
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if cleared_row_count >= 4 then
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self.tetrises = self.tetrises + 1
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self.section_tetrises[math.floor(self.level / 100)] = (
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self.section_tetrises[math.floor(self.level / 100)] + 1
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)
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end
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local new_level = self.level + cleared_row_count
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local new_level = self.level + cleared_row_count
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if new_level >= 999 or self:hitTorikan(self.level, new_level) then
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if new_level >= 999 or self:hitTorikan(self.level, new_level) then
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if new_level >= 999 then
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if new_level >= 999 then
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self.level = 999
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self.level = 999
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end
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end
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self.clear = true
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self.clear = true
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for i = 0, 9 do
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if self.section_tetrises[i] < (i == 9 and 1 or 2) then
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self.section_req = false
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end
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end
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else
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else
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self.level = new_level
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self.level = new_level
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end
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end
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@ -138,7 +152,7 @@ PhantomManiaGame.rollOpacityFunction = function(age)
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end
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end
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function PhantomManiaGame:drawGrid()
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function PhantomManiaGame:drawGrid()
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if not (self.game_over or self.clear) then
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if not (self.game_over or self.completed or (self.clear and self.level < 999)) then
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self.grid:drawInvisible(self.rollOpacityFunction, nil, false)
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self.grid:drawInvisible(self.rollOpacityFunction, nil, false)
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else
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else
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self.grid:draw()
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self.grid:draw()
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@ -150,16 +164,14 @@ local function getLetterGrade(level, clear)
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return ""
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return ""
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elseif level < 500 or level == 500 and clear then
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elseif level < 500 or level == 500 and clear then
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return "M"
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return "M"
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elseif level < 700 then
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elseif level < 600 then
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return "MK"
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return "MK"
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elseif level < 800 or level == 800 and clear then
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elseif level < 700 then
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return "MV"
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return "MV"
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elseif level < 900 then
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elseif level < 800 or level == 800 and clear then
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return "MO"
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return "MO"
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elseif level < 999 then
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elseif level <= 999 then
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return "MM"
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return "MM"
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elseif level == 999 then
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return "GM"
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end
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end
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end
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end
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@ -169,7 +181,9 @@ function PhantomManiaGame:drawScoringInfo()
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local text_x = config["side_next"] and 320 or 240
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local text_x = config["side_next"] and 320 or 240
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love.graphics.setFont(font_3x5_2)
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love.graphics.setFont(font_3x5_2)
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if getLetterGrade(self.level, self.clear) ~= "" then love.graphics.printf("GRADE", text_x, 120, 40, "left") end
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if getLetterGrade(self.level, self.clear) ~= "" then
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love.graphics.printf("GRADE", text_x, 120, 40, "left")
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end
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love.graphics.printf("SCORE", text_x, 200, 40, "left")
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love.graphics.printf("SCORE", text_x, 200, 40, "left")
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love.graphics.printf("LEVEL", text_x, 320, 40, "left")
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love.graphics.printf("LEVEL", text_x, 320, 40, "left")
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local sg = self.grid:checkSecretGrade()
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local sg = self.grid:checkSecretGrade()
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@ -178,7 +192,16 @@ function PhantomManiaGame:drawScoringInfo()
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end
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end
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love.graphics.setFont(font_3x5_3)
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love.graphics.setFont(font_3x5_3)
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if getLetterGrade(self.level, self.clear) ~= "" then love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left") end
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if getLetterGrade(self.level, self.clear) ~= "" then
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if self.roll_frames > 1982 then love.graphics.setColor(1, 0.5, 0, 1)
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elseif self.level == 999 and self.clear then love.graphics.setColor(0, 1, 0, 1) end
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if self.level == 999 and self.section_req and self.tetrises >= 31 then
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love.graphics.printf("GM", text_x, 140, 90, "left")
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else
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love.graphics.printf(getLetterGrade(self.level, self.clear), text_x, 140, 90, "left")
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end
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love.graphics.setColor(1, 1, 1, 1)
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end
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love.graphics.printf(self.score, text_x, 220, 90, "left")
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love.graphics.printf(self.score, text_x, 220, 90, "left")
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love.graphics.printf(self.level, text_x, 340, 40, "right")
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love.graphics.printf(self.level, text_x, 340, 40, "right")
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if self.clear then
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if self.clear then
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@ -3,7 +3,7 @@ require 'funcs'
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local GameMode = require 'tetris.modes.gamemode'
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local GameMode = require 'tetris.modes.gamemode'
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local Piece = require 'tetris.components.piece'
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local Piece = require 'tetris.components.piece'
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
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local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls_35bag'
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local PhantomMania2Game = GameMode:extend()
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local PhantomMania2Game = GameMode:extend()
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@ -28,7 +28,7 @@ function PhantomMania2Game:new()
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self.SGnames = {
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self.SGnames = {
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
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"M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9",
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"GM"
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"GM"
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}
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}
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@ -251,7 +251,7 @@ PhantomMania2Game.garbageOpacityFunction = function(age)
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end
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end
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function PhantomMania2Game:drawGrid()
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function PhantomMania2Game:drawGrid()
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if not (self.game_over) then
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if not (self.game_over or self.completed or (self.clear and self.level < 1300)) then
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self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction)
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self.grid:drawInvisible(self.rollOpacityFunction, self.garbageOpacityFunction)
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else
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else
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self.grid:draw()
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self.grid:draw()
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@ -9,12 +9,6 @@ PhantomManiaNGame.tagline = "The old mode from Nullpomino, for Ti-ARS and SRS su
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function PhantomManiaNGame:new()
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function PhantomManiaNGame:new()
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PhantomManiaNGame.super:new()
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PhantomManiaNGame.super:new()
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self.SGnames = {
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"M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9",
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"M10", "M11", "M12", "M13", "M14", "M15", "M16", "M17", "M18",
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"GM"
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}
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self.next_queue_length = 3
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self.next_queue_length = 3
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self.enable_hold = true
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self.enable_hold = true
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end
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end
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@ -24,7 +24,7 @@ function SurvivalA3Game:new()
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self.SGnames = {
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self.SGnames = {
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8", "S9",
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"m1", "m2", "m3", "m4", "m5", "m6", "m7", "m8", "m9",
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"M1", "M2", "M3", "M4", "M5", "M6", "M7", "M8", "M9",
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"GM"
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"GM"
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}
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}
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