强化水印&系统优化
This commit is contained in:
@@ -128,7 +128,9 @@ local keyDown,keyUp={},{}
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local gamepadDown,gamepadUp={},{}
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function keyDown.load(k)
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if k=="s"then
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if k=="a"then
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sceneTemp.skip=true
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elseif k=="s"then
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marking=nil
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sceneTemp.skip=true
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end
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@@ -2,7 +2,7 @@ local langList={
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{
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anykey="按任意键继续",
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newVersion="检测到更新!存档格式可能更新,设置已重置",
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marking="游戏作者:MrZ_26\n出现此水印则为非法录屏上传",
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marking="游戏作者:MrZ_26\n任何视频不得出现此水印",
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lang="中文",
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atkModeName={"随机","徽章","击杀","反击"},
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royale_remain=function(n)return"剩余 "..n.." 名玩家"end,
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@@ -430,7 +430,7 @@ local langList={
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{
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anykey="按任意键继续",
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newVersion="检测到更新!存档格式可能更新,设置已重置",
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marking="游戏作者:MrZ_26\n出现此水印则为非法录屏上传",
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marking="游戏作者:MrZ_26\n任何视频不得出现此水印",
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lang="全中文",
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atkModeName={"随机","徽章","击杀","反击"},
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royale_remain=function(n)return"剩余 "..n.." 名玩家"end,
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@@ -357,6 +357,12 @@ function Pnt.draw()
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end
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end
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function Pnt.play()
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if marking then
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setFont(36)
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local x=game.frame*2%1800-260
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gc.setColor(1,1,1,abs(0.26*(1-x/640))-0.0626)
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mStr(text.marking,x,260+62*sin(Timer()))
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end
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for p=1,#players do
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players[p]:draw()
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end
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@@ -465,7 +471,7 @@ function Pnt.pause()
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mText(game.result and drawableText[game.result]or drawableText.pause,640,50-10*(5-sceneTemp.timer*.1)^1.5)
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--Infos
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if frame>180 then
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if game.frame>180 then
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_=S.list
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setFont(26)
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for i=1,10 do
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@@ -475,7 +481,7 @@ function Pnt.pause()
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end
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--Radar Chart
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if T>.5 and frame>180 then
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if T>.5 and game.frame>180 then
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T=T*2-1
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gc.setLineWidth(2)
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gc.push("transform")
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@@ -158,7 +158,7 @@ function Tmr.draw()
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if sceneTemp.sure>0 then sceneTemp.sure=sceneTemp.sure-1 end
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end
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function Tmr.play(dt)
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frame=frame+1
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game.frame=game.frame+1
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stat.time=stat.time+dt
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local P1=players[1]
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for i=#FX_attack,1,-1 do
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@@ -199,10 +199,10 @@ function Tmr.play(dt)
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end
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end
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if frame<180 then
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if frame==179 then
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if game.frame<180 then
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if game.frame==179 then
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gameStart()
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elseif frame==60 or frame==120 then
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elseif game.frame==60 or game.frame==120 then
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SFX.play("ready")
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end
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for p=1,#players do
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@@ -232,14 +232,11 @@ function Tmr.play(dt)
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local P=players[p]
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P:update(dt)
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end
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if frame%120==0 then
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if game.frame%120==0 then
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if modeEnv.royaleMode then freshMostDangerous()end
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if marking and rnd()<.2 then
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TEXT.show(text.marking,rnd(162,scr.w-162),rnd(126,scr.h-200),40,"mark",.626)
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end--mark 2s each 10s
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end
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if P1.alive then
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if frame%26==0 and setting.warn then
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if game.frame%26==0 and setting.warn then
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local F=P1.field
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local M=#F
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local height=0
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@@ -218,6 +218,9 @@ function WIDGET.press(x,y)
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local W=WIDGET.sel
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if not W then return end
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if W.type=="button"then
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for k,v in next,W do
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print(k,v)
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end
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W.code()
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W:FX()
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SFX.play("button")
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@@ -155,10 +155,10 @@ local Widgets={
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back= newButton(1200, 640,120,120,C.white, 35,BACK),
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},
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play={
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pause= newButton(1235,45,80,80,C.white,25,pauseGame),
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pause= newButton(1235,45,80,80,C.white,25,function()pauseGame()end),
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},
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pause={
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resume= newButton(640,290,240,100,C.white,30,resumeGame),
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resume= newButton(640,290,240,100,C.white,30,function()resumeGame()end),
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restart=newButton(640,445,240,100,C.white,33,function()
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TASK.clear("play")
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mergeStat(stat,players[1].stat)
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2
conf.lua
2
conf.lua
@@ -17,7 +17,7 @@ function love.conf(t)
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W.resizable=true
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W.fullscreentype="desktop"--"exclusive"
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W.fullscreen=false
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W.vsync=0--infinite fps
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W.vsync=0--unlimit
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W.msaa=false--num of samples to use with multi-sampled antialiasing
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W.depth=0--bits/samp of depth buffer
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W.stencil=1--bits/samp of stencil buffer
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@@ -223,6 +223,7 @@ function loadGame(M)
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end
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function resetPartGameData()
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game={
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frame=150-setting.reTime*15,
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result=false,
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pauseTime=0,
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pauseCount=0,
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@@ -230,7 +231,6 @@ function resetPartGameData()
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warnLVL0=0,
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warnLVL=0,
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}
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frame=150-setting.reTime*15
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destroyPlayers()
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curMode.load()
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TEXT.clear()
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@@ -258,6 +258,7 @@ function resetPartGameData()
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end
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function resetGameData()
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game={
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frame=150-setting.reTime*15,
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result=false,
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pauseTime=0,--Time paused
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pauseCount=0,--Pausing count
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@@ -265,7 +266,6 @@ function resetGameData()
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warnLVL0=0,
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warnLVL=0,
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}
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frame=150-setting.reTime*15
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destroyPlayers()
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modeEnv=curMode.env
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curMode.load()--bg/bgm need redefine in custom,so up here
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@@ -97,7 +97,7 @@ local TRS={
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[13]={{ 0,-1},{ 0, 1},{ 1, 0}},
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[31]={{ 0, 1},{ 0,-1},{-1, 0}},
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},--J
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{},--L
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{},--L
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{
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[01]={{-1, 0},{-1, 1},{ 0,-2},{-1,-2},{-1,-1}},
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[10]={{ 1, 0},{ 1,-1},{ 0, 2},{ 1, 2},{ 0,-1},{ 1, 1}},
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110
parts/player.lua
110
parts/player.lua
@@ -226,7 +226,7 @@ end
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local function Pupdate_alive(P,dt)
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if P.timing then P.stat.time=P.stat.time+dt end
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if P.keyRec then
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local _=frame
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local _=game.frame
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local v=0
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for i=2,10 do v=v+i*(i-1)*7.2/(_-P.keyTime[i])end P.keySpeed=P.keySpeed*.99+v*.1
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v=0
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@@ -518,7 +518,6 @@ local function Pdraw_norm(P)
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end
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end--Grid
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gc.translate(0,P.fieldBeneath)
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gc.setScissor(scr.x+(P.absFieldX+P.fieldOff.x)*scr.k,scr.y+(P.absFieldY+P.fieldOff.y)*scr.k,300*P.size*scr.k,610*P.size*scr.k)
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if P.falling==-1 then
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for j=int(P.fieldBeneath/30+1),#P.field do
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for i=1,10 do
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@@ -599,57 +598,54 @@ local function Pdraw_norm(P)
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gc.translate(0,dy)
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end
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::E::
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gc.setScissor()--In-playField things
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gc.translate(0,-P.fieldBeneath)
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gc.setBlendMode("replace","alphamultiply")--SPEED UPUP(?)
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gc.setLineWidth(2)
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gc.setColor(1,1,1)
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gc.rectangle("line",-1,-11,302,612)--Draw boarder
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gc.rectangle("line",301,0,15,601)--Draw atkBuffer boarder
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local h=0
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for i=1,#P.atkBuffer do
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local A=P.atkBuffer[i]
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local bar=A.amount*30
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if h+bar>600 then bar=600-h end
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if not A.sent then
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if A.time<20 then
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bar=bar*(20*A.time)^.5*.05
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--Appear
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end
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if A.countdown>0 then
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gc.setColor(attackColor[A.lv][1])
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gc.rectangle("fill",303,599-h,11,-bar+3)
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gc.setColor(attackColor[A.lv][2])
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gc.rectangle("fill",303,599-h+(-bar+3),11,-(-bar+3)*(1-A.countdown/A.cd0))
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--Timing
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else
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local t=math.sin((Timer()-i)*30)*.5+.5
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local c1,c2=attackColor[A.lv][1],attackColor[A.lv][2]
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gc.setColor(c1[1]*t+c2[1]*(1-t),c1[2]*t+c2[2]*(1-t),c1[3]*t+c2[3]*(1-t))
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gc.rectangle("fill",303,599-h,11,-bar+3)
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--Warning
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end
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else
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gc.setColor(attackColor[A.lv][1])
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bar=bar*(20-A.time)*.05
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gc.rectangle("fill",303,599-h,11,-bar+2)
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--Disappear
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gc.setLineWidth(2)
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gc.setColor(1,1,1)
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gc.rectangle("line",-1,-11,302,612)--Draw boarder
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gc.rectangle("line",301,0,15,601)--Draw atkBuffer boarder
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local h=0
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for i=1,#P.atkBuffer do
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local A=P.atkBuffer[i]
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local bar=A.amount*30
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if h+bar>600 then bar=600-h end
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if not A.sent then
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if A.time<20 then
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bar=bar*(20*A.time)^.5*.05
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--Appear
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end
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h=h+bar
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end--Buffer line
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local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
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gc.setColor(.8,1,.2)
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gc.rectangle("fill",-14,599,11,-b*.5)
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gc.setColor(P.b2b<40 and color.white or P.b2b<=1e3 and color.lightRed or color.lightBlue)
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gc.rectangle("fill",-14,599,11,-a*.5)
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gc.setColor(1,1,1)
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if Timer()%.5<.3 then
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gc.rectangle("fill",-15,b<40 and 578.5 or 98.5,13,3)
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if A.countdown>0 then
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gc.setColor(attackColor[A.lv][1])
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gc.rectangle("fill",303,599-h,11,-bar+3)
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gc.setColor(attackColor[A.lv][2])
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gc.rectangle("fill",303,599-h+(-bar+3),11,-(-bar+3)*(1-A.countdown/A.cd0))
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--Timing
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else
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local t=math.sin((Timer()-i)*30)*.5+.5
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local c1,c2=attackColor[A.lv][1],attackColor[A.lv][2]
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gc.setColor(c1[1]*t+c2[1]*(1-t),c1[2]*t+c2[2]*(1-t),c1[3]*t+c2[3]*(1-t))
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gc.rectangle("fill",303,599-h,11,-bar+3)
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--Warning
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end
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else
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gc.setColor(attackColor[A.lv][1])
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bar=bar*(20-A.time)*.05
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gc.rectangle("fill",303,599-h,11,-bar+2)
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--Disappear
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end
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gc.rectangle("line",-16,-3,15,604)--Draw b2b bar boarder
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--B2B indictator
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gc.translate(-P.fieldOff.x,-P.fieldOff.y)
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gc.setBlendMode("alpha")
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h=h+bar
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end--Buffer line
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local a,b=P.b2b,P.b2b1 if a>b then a,b=b,a end
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gc.setColor(.8,1,.2)
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gc.rectangle("fill",-14,599,11,-b*.5)
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gc.setColor(P.b2b<40 and color.white or P.b2b<=1e3 and color.lightRed or color.lightBlue)
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gc.rectangle("fill",-14,599,11,-a*.5)
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gc.setColor(1,1,1)
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if Timer()%.5<.3 then
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gc.rectangle("fill",-15,b<40 and 578.5 or 98.5,13,3)
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end
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gc.rectangle("line",-16,-3,15,604)--Draw b2b bar boarder
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--B2B indictator
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gc.translate(-P.fieldOff.x,-P.fieldOff.y)
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if P.gameEnv.hold then
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mText(drawableText.hold,-81,-15)
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@@ -691,8 +687,8 @@ local function Pdraw_norm(P)
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gc.draw(drawableText.modeName,-135,-65)
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gc.draw(drawableText.levelName,437-drawableText.levelName:getWidth(),-65)
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gc.setColor(1,1,1)
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if frame<180 then
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local count=179-frame
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if game.frame<180 then
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local count=179-game.frame
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gc.push("transform")
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gc.translate(155,220)
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setFont(95)
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@@ -1349,7 +1345,7 @@ end
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function player.drop(P)--Place piece
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local _
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local CHN=VOC.getFreeChannel()
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P.dropTime[11]=ins(P.dropTime,1,frame)--update speed dial
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P.dropTime[11]=ins(P.dropTime,1,game.frame)--update speed dial
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local cmb=P.combo
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P.waiting=P.gameEnv.wait
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local STAT=P.stat
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@@ -1771,17 +1767,17 @@ function player.pressKey(P,i)
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P.act[i](P)
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if P.control then
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if P.keyRec then
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ins(P.keyTime,1,frame)
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ins(P.keyTime,1,game.frame)
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P.keyTime[11]=nil
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end
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P.stat.key=P.stat.key+1
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end
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--ins(rec,{i,frame})
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--ins(rec,{i,game.frame})
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end
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function player.releaseKey(P,i)
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if P.keyPressing[i]then
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P.keyPressing[i]=false
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-- if recording then ins(rec,{-i,frame})end
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-- if recording then ins(rec,{-i,game.frame})end
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end
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end
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--------------------------</Methods>--------------------------
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@@ -2146,7 +2142,7 @@ function player.act.func(P)
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P.gameEnv.Fkey(P)
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end
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function player.act.restart(P)
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if P.gameEnv.quickR or frame<180 then
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if P.gameEnv.quickR or game.frame<180 then
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TASK.clear("play")
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resetPartGameData()
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end
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@@ -1,13 +1,10 @@
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local S=[=[
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"Patron"(time ordered,may not accurate):
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[rmb100+]:
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那没事了(T6300)
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加油啊,钉钉动了的大哥哥(T3228)
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弥佑瑶
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Alan
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幽灵3383
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靏鸖龘龘
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込余
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那没事了(T6300) 加油啊,钉钉动了的大哥哥(T3228)
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弥佑瑶 Alan
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幽灵3383 靏鸖龘龘
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込余 saki
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[rmb10+]:
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八零哥 蕴空之灵 gggf127 dtg
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ThTsOd Fireboos 金巧 10元
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@@ -19,7 +16,7 @@ local S=[=[
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PCX kagura77 呆喂 GlowingEmbers
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轩辕辚 HimuroAki TCV100 tech有养成系统了@7065
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HAGE KANOBU 闪电和拐棍 葡萄味的曼妥思 世界沃德
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蓝绿 天生的魔法师 saki 琳雨空 T8779.易缄
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蓝绿 天生的魔法师 琳雨空 T8779.易缄 吃水榴莲
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Thanks!!!
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@@ -83,14 +80,16 @@ Future outlook:
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new:
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--TODO: custom sequence
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many new tips
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better watermark
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changed:
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faster&harder attacker-ultimate
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faster & harder attacker-ultimate
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little easier to get S in PC challenge (easy mode)
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easier to get S in infinite mode, c4w, PC
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harder to unlock sprint 400/1000
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code:
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file sorted
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task system rewrited, now perfect
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task system rewrited, now perfect (maybe)
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remove scissors/blendMode setting in drawing players
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fixed:
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hard move won't deactive "spin"
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do not clear dead enemies' field
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Block a user