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Add piece last rotated events
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1234e78354
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@ -201,9 +201,18 @@ function GameMode:update(inputs, ruleset)
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self:dasCut()
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self:dasCut()
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end
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end
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if (piece_dx ~= 0) then self:onPieceMove(self.piece, self.grid) end
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if (piece_dx ~= 0) then
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if (piece_drot ~= 0) then self:onPieceRotate(self.piece, self.grid) end
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self.piece.last_rotated = false
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if (piece_dy ~= 0) then self:onPieceDrop(self.piece, self.grid) end
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self:onPieceMove(self.piece, self.grid, piece_dx)
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end
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if (piece_drot ~= 0) then
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self.piece.last_rotated = true
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self:onPieceRotate(self.piece, self.grid, piece_drot)
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end
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if (piece_dy ~= 0) then
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self.piece.last_rotated = false
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self:onPieceDrop(self.piece, self.grid, piece_dy)
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end
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if inputs["up"] == true and
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if inputs["up"] == true and
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self.piece:isDropBlocked(self.grid) and
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self.piece:isDropBlocked(self.grid) and
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@ -293,9 +302,9 @@ end
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function GameMode:whilePieceActive() end
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function GameMode:whilePieceActive() end
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function GameMode:onAttemptPieceMove(piece, grid) end
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function GameMode:onAttemptPieceMove(piece, grid) end
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function GameMode:onAttemptPieceRotate(piece, grid) end
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function GameMode:onAttemptPieceRotate(piece, grid) end
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function GameMode:onPieceMove(piece, grid) end
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function GameMode:onPieceMove(piece, grid, dx) end
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function GameMode:onPieceRotate(piece, grid) end
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function GameMode:onPieceRotate(piece, grid, drot) end
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function GameMode:onPieceDrop(piece, grid) end
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function GameMode:onPieceDrop(piece, grid, dy) end
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function GameMode:onPieceLock(piece, cleared_row_count)
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function GameMode:onPieceLock(piece, cleared_row_count)
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playSE("lock")
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playSE("lock")
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end
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end
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