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Some score fixes for core TGM modes
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@ -140,16 +140,17 @@ function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
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cleared_lines = cleared_lines / 2
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cleared_lines = cleared_lines / 2
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self:updateGrade(cleared_lines)
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self:updateGrade(cleared_lines)
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if cleared_lines > 0 then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + 2 * drop_bonus) *
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo * self.bravo
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cleared_lines * self.combo * self.bravo
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)
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)
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self.lines = self.lines + cleared_lines
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + 2 * (cleared_lines - 1)
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else
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else
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self.drop_bonus = 0
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self.combo = 1
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self.combo = 1
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end
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end
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self.drop_bonus = 0
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endd
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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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@ -158,9 +158,9 @@ function MarathonA1Game:updateScore(level, drop_bonus, cleared_lines)
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)
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)
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self.lines = self.lines + cleared_lines
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self.lines = self.lines + cleared_lines
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else
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else
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self.drop_bonus = 0
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self.combo = 1
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self.combo = 1
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end
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end
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self.drop_bonus = 0
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end
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end
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function MarathonA1Game:checkGMRequirements(old_level, new_level)
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function MarathonA1Game:checkGMRequirements(old_level, new_level)
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@ -144,16 +144,16 @@ function MarathonA2Game:updateScore(level, drop_bonus, cleared_lines)
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self:updateGrade(cleared_lines)
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self:updateGrade(cleared_lines)
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if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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if cleared_lines > 0 then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + 2 * drop_bonus) *
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.combo * self.bravo
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cleared_lines * self.combo * self.bravo
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)
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)
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self.lines = self.lines + cleared_lines
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + (cleared_lines - 1) * 2
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else
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else
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self.drop_bonus = 0
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self.combo = 1
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self.combo = 1
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end
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end
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self.drop_bonus = 0
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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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@ -227,16 +227,16 @@ end
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function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines)
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function MarathonA3Game:updateScore(level, drop_bonus, cleared_lines)
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self:updateGrade(cleared_lines)
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self:updateGrade(cleared_lines)
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if cleared_lines > 0 then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
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cleared_lines * self.combo
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)
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)
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self.lines = self.lines + cleared_lines
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + cleared_lines - 1
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else
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else
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self.drop_bonus = 0
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self.combo = 1
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self.combo = 1
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end
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end
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self.drop_bonus = 0
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end
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end
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local grade_point_bonuses = {
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local grade_point_bonuses = {
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@ -123,16 +123,16 @@ function SurvivalA1Game:updateScore(level, drop_bonus, cleared_lines)
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self.bravos = self.bravos + 1
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self.bravos = self.bravos + 1
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else self.bravo = 1 end
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else self.bravo = 1 end
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if cleared_lines > 0 then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.bravo * self.combo
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cleared_lines * self.combo * self.bravo
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)
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)
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self.lines = self.lines + cleared_lines
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + (cleared_lines - 1) * 2
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else
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else
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self.drop_bonus = 0
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self.combo = 1
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self.combo = 1
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end
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end
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self.drop_bonus = 0
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end
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end
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function SurvivalA1Game:checkGMRequirements(old_level, new_level)
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function SurvivalA1Game:checkGMRequirements(old_level, new_level)
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@ -110,16 +110,16 @@ end
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function SurvivalA2Game:updateScore(level, drop_bonus, cleared_lines)
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function SurvivalA2Game:updateScore(level, drop_bonus, cleared_lines)
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if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
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if cleared_lines > 0 then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * self.bravo * self.combo
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cleared_lines * self.combo * self.bravo
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)
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)
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self.lines = self.lines + cleared_lines
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + (cleared_lines - 1) * 2
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else
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else
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self.drop_bonus = 0
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self.combo = 1
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self.combo = 1
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end
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end
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self.drop_bonus = 0
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end
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end
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function SurvivalA2Game:getLetterGrade()
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function SurvivalA2Game:getLetterGrade()
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@ -169,16 +169,16 @@ end
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function SurvivalA3Game:updateScore(level, drop_bonus, cleared_lines)
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function SurvivalA3Game:updateScore(level, drop_bonus, cleared_lines)
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if cleared_lines > 0 then
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if cleared_lines > 0 then
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self.combo = self.combo + (cleared_lines - 1) * 2
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self.score = self.score + (
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self.score = self.score + (
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
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cleared_lines * (cleared_lines * 2 - 1) * (self.combo * 2 - 1)
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cleared_lines * self.combo
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)
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)
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self.lines = self.lines + cleared_lines
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self.lines = self.lines + cleared_lines
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self.combo = self.combo + cleared_lines - 1
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else
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else
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self.drop_bonus = 0
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self.combo = 1
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self.combo = 1
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end
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end
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self.drop_bonus = 0
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end
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end
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function SurvivalA3Game:updateSectionTimes(old_level, new_level)
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function SurvivalA3Game:updateSectionTimes(old_level, new_level)
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