很多全局变量名改为大写
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@@ -4,7 +4,7 @@ local max,min,sin,cos=math.max,math.min,math.sin,math.cos
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local ins,rem=table.insert,table.remove
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local BG
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local scr=scr
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local SCR=SCR
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local BGvars={_G=_G,SHADER=SHADER}
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local back={}
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@@ -88,7 +88,7 @@ back.wing={
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end,
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resize=function()
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crystal={}
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W,H=scr.w,scr.h
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W,H=SCR.w,SCR.h
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for i=1,16 do
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crystal[i]={
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x=i<9 and W*.05*i or W*.05*(28-i),
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@@ -138,14 +138,14 @@ back.fan={
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BG.resize()
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end,
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resize=function()
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CX,CY=scr.w/2,scr.h/2
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W,H=scr.w,scr.h
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CX,CY=SCR.w/2,SCR.h/2
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W,H=SCR.w,SCR.h
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end,
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update=function()
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t=t+1
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if t%10==0 then
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ins(petal,{
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x=scr.w*rnd(),
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x=SCR.w*rnd(),
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y=0,
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vy=2+rnd()*2,
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vx=rnd()*2-.5,
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@@ -169,7 +169,7 @@ back.fan={
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draw=function()
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gc.push("transform")
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gc.translate(CX,CY+20*sin(t*.02))
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gc.scale(scr.k)
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gc.scale(SCR.k)
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gc.clear(.1,.1,.1)
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gc.setLineWidth(320)
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gc.setColor(.3,.2,.3)
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@@ -206,11 +206,11 @@ back.fan={
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back.aura={
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init=function()
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t=rnd()*3600
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BG.resize(scr.w,scr.h)
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BG.resize(SCR.w,SCR.h)
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end,
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resize=function(w,h)
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SHADER.aura:send("w",scr.W)
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SHADER.aura:send("h",h*scr.dpi)
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SHADER.aura:send("w",SCR.W)
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SHADER.aura:send("h",h*SCR.dpi)
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end,
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update=function(dt)
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t=t+dt
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@@ -218,17 +218,17 @@ back.aura={
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draw=function()
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SHADER.aura:send("t",t)
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gc.setShader(SHADER.aura)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.rectangle("fill",0,0,SCR.w,SCR.h)
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gc.setShader()
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end,
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}--Cool liquid background
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back.bg1={
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init=function()
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t=0
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BG.resize(scr.w)
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BG.resize(SCR.w)
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end,
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resize=function(w)
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SHADER.gradient1:send("w",scr.W)
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SHADER.gradient1:send("w",SCR.W)
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end,
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update=function(dt)
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t=t+dt
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@@ -236,17 +236,17 @@ back.bg1={
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draw=function()
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SHADER.gradient1:send("t",t)
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gc.setShader(SHADER.gradient1)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.rectangle("fill",0,0,SCR.w,SCR.h)
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gc.setShader()
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end,
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}--Horizonal red-blue gradient
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back.bg2={
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init=function()
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t=0
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BG.resize(nil,scr.h)
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BG.resize(nil,SCR.h)
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end,
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resize=function(w,h)
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SHADER.gradient2:send("h",h*scr.dpi)
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SHADER.gradient2:send("h",h*SCR.dpi)
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end,
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update=function(dt)
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t=t+dt
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@@ -254,18 +254,18 @@ back.bg2={
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draw=function()
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SHADER.gradient2:send("t",t)
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gc.setShader(SHADER.gradient2)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.rectangle("fill",0,0,SCR.w,SCR.h)
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gc.setShader()
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end,
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}--Vertical red-green gradient
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back.rainbow={
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init=function()
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t=0
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BG.resize(scr.w,scr.h)
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BG.resize(SCR.w,SCR.h)
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end,
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resize=function(w,h)
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SHADER.rgb1:send("w",scr.W)
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SHADER.rgb1:send("h",h*scr.dpi)
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SHADER.rgb1:send("w",SCR.W)
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SHADER.rgb1:send("h",h*SCR.dpi)
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end,
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update=function(dt)
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t=t+dt
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@@ -273,18 +273,18 @@ back.rainbow={
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draw=function()
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SHADER.rgb1:send("t",t)
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gc.setShader(SHADER.rgb1)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.rectangle("fill",0,0,SCR.w,SCR.h)
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gc.setShader()
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end,
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}--Colorful RGB
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back.rainbow2={
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init=function()
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t=0
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BG.resize(scr.w,scr.h)
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BG.resize(SCR.w,SCR.h)
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end,
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resize=function(w,h)
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SHADER.rgb2:send("w",scr.W)
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SHADER.rgb2:send("h",h*scr.dpi)
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SHADER.rgb2:send("w",SCR.W)
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SHADER.rgb2:send("h",h*SCR.dpi)
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end,
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update=function(dt)
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t=t+dt
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@@ -292,7 +292,7 @@ back.rainbow2={
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draw=function()
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SHADER.rgb2:send("t",t)
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gc.setShader(SHADER.rgb2)
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gc.rectangle("fill",0,0,scr.w,scr.h)
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gc.rectangle("fill",0,0,SCR.w,SCR.h)
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gc.setShader()
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end,
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}--Blue RGB
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@@ -317,7 +317,7 @@ back.lightning2={
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init=function()
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t=0
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colorLib=_G.SKIN.libColor
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colorSet=_G.setting.skin
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colorSet=_G.SETTING.skin
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blockImg=_G.TEXTURE.miniBlock
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end,
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update=function(dt)
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@@ -346,10 +346,10 @@ back.matrix={
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draw=function()
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gc.clear(.15,.15,.15)
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gc.push("transform")
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local k=scr.k
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local k=SCR.k
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gc.scale(k)
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local Y=ceil(scr.h/80/k)
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for x=1,ceil(scr.w/80/k)do
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local Y=ceil(SCR.h/80/k)
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for x=1,ceil(SCR.w/80/k)do
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for y=1,Y do
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gc.setColor(1,1,1,sin(x+matrixT[x][y]*t)*.1+.1)
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gc.rectangle("fill",80*x,80*y,-80,-80)
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@@ -362,14 +362,14 @@ back.matrix={
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back.space={
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init=function()
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stars={}
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W,H=scr.w+20,scr.h+20
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BG.resize(scr.w,scr.h)
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W,H=SCR.w+20,SCR.h+20
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BG.resize(SCR.w,SCR.h)
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end,
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resize=function(w,h)
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local S=stars
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for i=1,1260,5 do
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local s=rnd(26,40)*.1
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S[i]=s*scr.k --Size
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S[i]=s*SCR.k --Size
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S[i+1]=rnd(W)-10 --X
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S[i+2]=rnd(H)-10 --Y
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S[i+3]=(rnd()-.5)*.01*s --Vx
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@@ -424,7 +424,7 @@ function BG.send(data)
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end
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end
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function BG.set(bg,data)
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if bg==BG.cur or not setting.bg then return end
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if bg==BG.cur or not SETTING.bg then return end
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if BG.discard then
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BG.discard()
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collectgarbage()
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