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New IRS and IHS settings
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2bc9dc179c
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@ -43,6 +43,8 @@ function GameMode:new()
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self.draw_section_times = false
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self.draw_section_times = false
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self.draw_secondary_section_times = false
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self.draw_secondary_section_times = false
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self.big_mode = false
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self.big_mode = false
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self.irs = true
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self.ihs = true
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self.rpc_details = "In game"
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self.rpc_details = "In game"
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-- variables related to configurable parameters
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-- variables related to configurable parameters
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self.drop_locked = false
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self.drop_locked = false
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@ -105,7 +107,7 @@ function GameMode:update(inputs, ruleset)
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self:whilePieceActive()
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self:whilePieceActive()
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local gravity = self:getGravity()
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local gravity = self:getGravity()
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if self.enable_hold and inputs["hold"] == true and self.held == false then
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if self.enable_hold and inputs["hold"] == true and self.held == false and self.prev_inputs["hold"] == false then
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self:hold(inputs, ruleset)
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self:hold(inputs, ruleset)
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self.prev_inputs = inputs
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self.prev_inputs = inputs
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return
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return
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@ -284,7 +286,7 @@ function GameMode:processDelays(inputs, ruleset, drop_speed)
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end
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end
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function GameMode:initializeOrHold(inputs, ruleset)
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function GameMode:initializeOrHold(inputs, ruleset)
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if self.enable_hold and inputs["hold"] == true then
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if self.ihs and self.enable_hold and inputs["hold"] == true then
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self:hold(inputs, ruleset)
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self:hold(inputs, ruleset)
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else
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else
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self:initializeNextPiece(inputs, ruleset, self.next_queue[1])
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self:initializeNextPiece(inputs, ruleset, self.next_queue[1])
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@ -324,7 +326,8 @@ function GameMode:initializeNextPiece(inputs, ruleset, piece_data, generate_next
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inputs, piece_data, self.grid, gravity,
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inputs, piece_data, self.grid, gravity,
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self.prev_inputs, self.move,
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self.prev_inputs, self.move,
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self:getLockDelay(), self:getDropSpeed(),
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self:getLockDelay(), self:getDropSpeed(),
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self.lock_drop, self.lock_hard_drop, self.big_mode
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self.lock_drop, self.lock_hard_drop, self.big_mode,
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self.irs
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)
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)
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if self.lock_drop then
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if self.lock_drop then
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self.drop_locked = true
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self.drop_locked = true
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