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Changed the way color override works on bone blocks
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@ -25,30 +25,57 @@ Ruleset.enable_IRS_wallkicks = false
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-- Component functions.
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function Ruleset:new()
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blocks["bone"] = (not self.world) and
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{
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R = love.graphics.newImage("res/img/bone.png"),
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O = love.graphics.newImage("res/img/bone.png"),
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Y = love.graphics.newImage("res/img/bone.png"),
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G = love.graphics.newImage("res/img/bone.png"),
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C = love.graphics.newImage("res/img/bone.png"),
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B = love.graphics.newImage("res/img/bone.png"),
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M = love.graphics.newImage("res/img/bone.png"),
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F = love.graphics.newImage("res/img/bone.png"),
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A = love.graphics.newImage("res/img/bone.png"),
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X = love.graphics.newImage("res/img/bone.png"),
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} or {
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R = love.graphics.newImage("res/img/bonew.png"),
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O = love.graphics.newImage("res/img/bonew.png"),
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Y = love.graphics.newImage("res/img/bonew.png"),
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G = love.graphics.newImage("res/img/bonew.png"),
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C = love.graphics.newImage("res/img/bonew.png"),
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B = love.graphics.newImage("res/img/bonew.png"),
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M = love.graphics.newImage("res/img/bonew.png"),
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F = love.graphics.newImage("res/img/bonew.png"),
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A = love.graphics.newImage("res/img/bonew.png"),
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X = love.graphics.newImage("res/img/bonew.png"),
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}
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if config.gamesettings.piece_colour == 1 then
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blocks["bone"] = (not self.world) and
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{
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R = love.graphics.newImage("res/img/bone.png"),
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O = love.graphics.newImage("res/img/bone.png"),
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Y = love.graphics.newImage("res/img/bone.png"),
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G = love.graphics.newImage("res/img/bone.png"),
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C = love.graphics.newImage("res/img/bone.png"),
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B = love.graphics.newImage("res/img/bone.png"),
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M = love.graphics.newImage("res/img/bone.png"),
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F = love.graphics.newImage("res/img/bone.png"),
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A = love.graphics.newImage("res/img/bone.png"),
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X = love.graphics.newImage("res/img/bone.png"),
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} or {
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R = love.graphics.newImage("res/img/bonew.png"),
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O = love.graphics.newImage("res/img/bonew.png"),
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Y = love.graphics.newImage("res/img/bonew.png"),
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G = love.graphics.newImage("res/img/bonew.png"),
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C = love.graphics.newImage("res/img/bonew.png"),
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B = love.graphics.newImage("res/img/bonew.png"),
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M = love.graphics.newImage("res/img/bonew.png"),
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F = love.graphics.newImage("res/img/bonew.png"),
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A = love.graphics.newImage("res/img/bonew.png"),
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X = love.graphics.newImage("res/img/bonew.png"),
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}
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else
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blocks["bone"] = (config.gamesettings.piece_colour == 2) and
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{
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R = love.graphics.newImage("res/img/bone.png"),
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O = love.graphics.newImage("res/img/bone.png"),
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Y = love.graphics.newImage("res/img/bone.png"),
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G = love.graphics.newImage("res/img/bone.png"),
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C = love.graphics.newImage("res/img/bone.png"),
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B = love.graphics.newImage("res/img/bone.png"),
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M = love.graphics.newImage("res/img/bone.png"),
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F = love.graphics.newImage("res/img/bone.png"),
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A = love.graphics.newImage("res/img/bone.png"),
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X = love.graphics.newImage("res/img/bone.png"),
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} or {
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R = love.graphics.newImage("res/img/bonew.png"),
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O = love.graphics.newImage("res/img/bonew.png"),
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Y = love.graphics.newImage("res/img/bonew.png"),
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G = love.graphics.newImage("res/img/bonew.png"),
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C = love.graphics.newImage("res/img/bonew.png"),
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B = love.graphics.newImage("res/img/bonew.png"),
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M = love.graphics.newImage("res/img/bonew.png"),
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F = love.graphics.newImage("res/img/bonew.png"),
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A = love.graphics.newImage("res/img/bonew.png"),
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X = love.graphics.newImage("res/img/bonew.png"),
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}
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end
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end
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function Ruleset:rotatePiece(inputs, piece, grid, prev_inputs, initial)
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