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Fixed safelock behavior on modes that needed it.
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@ -124,6 +124,7 @@ function MarathonA2Game:onLineClear(cleared_row_count)
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self.grid:clear()
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self.grid:clear()
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self.roll_frames = -150
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self.roll_frames = -150
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end
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end
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if self.level >= 900 then self.lock_drop = true end
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end
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end
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function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
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function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
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@ -20,7 +20,8 @@ function KonohaGame:new()
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self.last_bonus_display_time = 0
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self.last_bonus_display_time = 0
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self.time_limit = 10800
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self.time_limit = 10800
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self.big_mode = true
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self.big_mode = true
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self.lock_drop = true
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self.enable_hold = true
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self.enable_hold = true
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self.next_queue_length = 3
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self.next_queue_length = 3
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end
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end
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@ -151,6 +151,7 @@ function MarathonA2Game:onLineClear(cleared_row_count)
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if self:qualifiesForMRoll() then self.grade = 32 end
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if self:qualifiesForMRoll() then self.grade = 32 end
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self.roll_frames = -150
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self.roll_frames = -150
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end
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end
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if self.level >= 900 then self.lock_drop = true end
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end
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end
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function MarathonA2Game:updateSectionTimes(old_level, new_level)
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function MarathonA2Game:updateSectionTimes(old_level, new_level)
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@ -126,6 +126,7 @@ end
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function TGMPlusGame:onLineClear(cleared_row_count)
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function TGMPlusGame:onLineClear(cleared_row_count)
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self.level = math.min(self.level + cleared_row_count, 999)
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self.level = math.min(self.level + cleared_row_count, 999)
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if self.level == 999 and not self.clear then self.clear = true end
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if self.level == 999 and not self.clear then self.clear = true end
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if self.level >= 900 then self.lock_drop = true end
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end
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end
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function TGMPlusGame:advanceBottomRow()
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function TGMPlusGame:advanceBottomRow()
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