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Ti and ACE floorkick fix
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7abb861446
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@ -163,13 +163,16 @@ end
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function ARS:onPieceDrop(piece, grid)
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function ARS:onPieceDrop(piece, grid)
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piece.lock_delay = 0 -- step reset
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piece.lock_delay = 0 -- step reset
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if piece.floorkick >= 2 and piece:isDropBlocked(grid) then
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piece.locked = true
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end
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end
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end
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function ARS:onPieceMove(piece, grid)
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function ARS:onPieceMove(piece, grid)
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piece.lock_delay = 0 -- move reset
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piece.lock_delay = 0 -- move reset
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if piece:isDropBlocked(grid) then
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if piece:isDropBlocked(grid) then
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piece.manipulations = piece.manipulations + 1
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piece.manipulations = piece.manipulations + 1
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if piece.manipulations >= 127 then
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if piece.manipulations >= 128 then
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piece.locked = true
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piece.locked = true
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end
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end
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end
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end
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@ -179,10 +182,13 @@ function ARS:onPieceRotate(piece, grid)
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piece.lock_delay = 0 -- rotate reset
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piece.lock_delay = 0 -- rotate reset
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if piece:isDropBlocked(grid) then
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if piece:isDropBlocked(grid) then
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piece.manipulations = piece.manipulations + 1
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piece.manipulations = piece.manipulations + 1
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if piece.manipulations >= 127 then
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if piece.manipulations >= 128 then
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piece.locked = true
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piece.locked = true
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end
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end
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end
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end
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if piece.floorkick >= 1 then
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piece.floorkick = piece.floorkick + 1
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end
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end
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end
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function ARS:get180RotationValue()
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function ARS:get180RotationValue()
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@ -150,13 +150,16 @@ end
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function ARS:onPieceDrop(piece, grid)
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function ARS:onPieceDrop(piece, grid)
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piece.lock_delay = 0 -- step reset
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piece.lock_delay = 0 -- step reset
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if piece.floorkick >= 2 and piece:isDropBlocked(grid) then
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piece.locked = true
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end
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end
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end
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function ARS:onPieceMove(piece, grid)
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function ARS:onPieceMove(piece, grid)
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piece.lock_delay = 0 -- move reset
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piece.lock_delay = 0 -- move reset
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if piece:isDropBlocked(grid) then
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if piece:isDropBlocked(grid) then
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piece.manipulations = piece.manipulations + 1
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piece.manipulations = piece.manipulations + 1
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if piece.manipulations >= 127 then
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if piece.manipulations >= 128 then
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piece.locked = true
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piece.locked = true
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end
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end
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end
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end
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@ -166,10 +169,13 @@ function ARS:onPieceRotate(piece, grid)
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piece.lock_delay = 0 -- rotate reset
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piece.lock_delay = 0 -- rotate reset
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if piece:isDropBlocked(grid) then
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if piece:isDropBlocked(grid) then
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piece.manipulations = piece.manipulations + 1
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piece.manipulations = piece.manipulations + 1
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if piece.manipulations >= 127 then
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if piece.manipulations >= 128 then
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piece.locked = true
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piece.locked = true
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end
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end
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end
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end
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if piece.floorkick >= 1 then
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piece.floorkick = piece.floorkick + 1
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end
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end
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end
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function ARS:get180RotationValue()
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function ARS:get180RotationValue()
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@ -149,6 +149,15 @@ end
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function ARS:onPieceDrop(piece, grid)
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function ARS:onPieceDrop(piece, grid)
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piece.lock_delay = 0 -- step reset
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piece.lock_delay = 0 -- step reset
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if piece.floorkick >= 2 and piece:isDropBlocked(grid) then
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piece.locked = true
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end
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end
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function ARS:onPieceRotate(piece, grid)
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if piece.floorkick >= 1 then
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piece.floorkick = piece.floorkick + 1
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end
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end
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end
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function ARS:get180RotationValue()
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function ARS:get180RotationValue()
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