Fix bugs and small changes to other thing
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@@ -998,7 +998,7 @@ do-- function resetGameData(args)
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coroutine.yield()
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local counter=0
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do
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if GAME.modUsed then
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SFX.play('collect',.2)
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TEXT.show(GAME.modApplyAt,640,26,45,'spin')
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for _=1,90 do coroutine.yield() end
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@@ -402,7 +402,7 @@ do-- Mod data
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{no=5,id="HG",name="hideGhost",
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key="u",x=800,y=230,color='lV',
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func =function(P) P.gameEnv.ghost=false end,
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funcA1=_lockVfunc('ghost'),
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funcA1=function(P) P.gameEnv.ghost=false; P.gameEnv.__lock('ghost') end,
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},
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{no=6,id="HD",name="hidden",
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key="i",x=920,y=230,color='lP',
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@@ -787,7 +787,7 @@ function draw.norm(P,repMode)
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gc_scale(P.size)
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-- Draw username
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if usingMod() and P.frameRun>480 then
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if GAME.modUsed and P.frameRun>480 or true then
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setFont(30)
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gc_setColor(GROUP_COLORS[P.group])
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GC.mStr(P.username or USERS.getUsername(P.uid),300,-60)
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@@ -181,7 +181,7 @@ local function _executeMod(P)
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if not GAME.modCodeList then GAME.modCodeList={} end
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if not GAME.modCodeList[P.id] then GAME.modCodeList[P.id]={} end
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if not GAME.applyModTask then
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if not GAME.applyModsTask then
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function GAME.applyModsTask()
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while GAME.playing do
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for _,p in pairs(GAME.modCodeList) do
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@@ -190,8 +190,8 @@ local function _executeMod(P)
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coroutine.yield()
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end
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-- Kill mod patching function when game stopped
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TABLE.clear(GAME.modCodeList)
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TASK.removeTask_code(GAME.applyModsTask)
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TABLE.clear(GAME.modCodeList)
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GAME.modCodeList=nil
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GAME.applyModsTask=nil
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end
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@@ -210,7 +210,7 @@ function scene.keyDown(key)
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CHAR.controller.xboxX,CHAR.controller.xboxY,CHAR.controller.xboxA,CHAR.controller.xboxB,
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CHAR.icon.help,CHAR.icon.copy,CHAR.icon.globe,CHAR.key.winMenu)
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):split('\n'),
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currentFontSize,
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20,
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'rainbow'
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)
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@@ -23,6 +23,9 @@ function scene.enter()
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scene.widgetList.unranked.hide=scoreValid()
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BG.set('tunnel')
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end
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function scene.back()
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GAME.modUsed=usingMod()
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end
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function scene.mouseMove(x,y)
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selected=false
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