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Fixed the piece lock SFX where applicable, in modes that had their own lock functions.
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@ -169,6 +169,7 @@ function SurvivalCKGame:onLineClear(cleared_row_count)
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end
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function SurvivalCKGame:onPieceLock(piece, cleared_row_count)
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self.super:onPieceLock()
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if cleared_row_count == 0 then self:advanceBottomRow(1) end
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end
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@ -114,6 +114,7 @@ function MarathonC89Game:advanceOneFrame()
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end
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function MarathonC89Game:onPieceLock()
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self.super:onPieceLock()
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self.score = self.score + self.drop_bonus
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self.drop_bonus = 0
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end
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@ -177,6 +177,7 @@ function PhantomMania2Game:onLineClear(cleared_row_count)
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end
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function PhantomMania2Game:onPieceLock(piece, cleared_row_count)
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self.super:onPieceLock()
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if cleared_row_count == 0 then self:advanceBottomRow(1) end
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end
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@ -84,6 +84,7 @@ function Race40Game:advanceOneFrame()
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end
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function Race40Game:onPieceLock()
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self.super:onPieceLock()
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self.pieces = self.pieces + 1
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end
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@ -160,6 +160,7 @@ function SurvivalA3Game:onLineClear(cleared_row_count)
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end
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function SurvivalA3Game:onPieceLock(piece, cleared_row_count)
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self.super:onPieceLock()
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if cleared_row_count == 0 then self:advanceBottomRow(1) end
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end
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@ -120,6 +120,7 @@ function TGMPlusGame:onPieceEnter()
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end
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function TGMPlusGame:onPieceLock(piece, cleared_row_count)
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self.super:onPieceLock()
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if cleared_row_count == 0 then self:advanceBottomRow() end
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end
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