很多全局变量名改为大写
This commit is contained in:
122
parts/player.lua
122
parts/player.lua
@@ -5,7 +5,7 @@ local int,ceil,rnd=math.floor,math.ceil,math.random
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local max,min,abs,sin,cos,log=math.max,math.min,math.abs,math.sin,math.cos,math.log
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local ins,rem=table.insert,table.remove
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local format=string.format
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local scr=scr
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local SCR=SCR
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local setFont=setFont
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--------------------------<Data>--------------------------
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@@ -74,7 +74,7 @@ local function updateLine(P,dt)--Attacks, line pushing, cam moving
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A.time=A.time+1
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if not A.sent then
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if A.countdown>0 then
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A.countdown=max(A.countdown-game.garbageSpeed,0)
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A.countdown=max(A.countdown-GAME.garbageSpeed,0)
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end
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else
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if A.time>20 then
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@@ -167,7 +167,7 @@ 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--Update speeds
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local _=game.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]+1)end
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@@ -428,7 +428,7 @@ end
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local function drawField(P)
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local V,F=P.visTime,P.field
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local start=int((P.fieldBeneath+P.fieldUp)/30+1)
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local rep=game.replaying
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local rep=GAME.replaying
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if P.falling==-1 then--Blocks only
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for j=start,min(start+21,#F)do
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for i=1,10 do
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@@ -608,7 +608,7 @@ local Pdraw_norm do
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--In-field things
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gc.push("transform")
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gc.translate(0,600+FBN+FUP)
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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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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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--Draw dangerous area
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gc.setColor(1,0,0,.3)
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@@ -848,8 +848,8 @@ local Pdraw_norm do
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--Other messages
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gc.setColor(1,1,1)
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if curMode.mesDisp then
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curMode.mesDisp(P)
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if CURMODE.mesDisp then
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CURMODE.mesDisp(P)
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end
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--Missions
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@@ -882,8 +882,8 @@ local Pdraw_norm do
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--Draw starting counter
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gc.setColor(1,1,1)
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if game.frame<180 then
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local count=179-game.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(305,290)
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setFont(95)
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@@ -1092,7 +1092,7 @@ local function 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,game.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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end
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@@ -1104,15 +1104,15 @@ local function releaseKey(P,i)
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end
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local function pressKey_Rec(P,i)
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if P.keyAvailable[i]then
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if game.recording then
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ins(game.rec,game.frame+1)
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ins(game.rec,i)
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if GAME.recording then
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ins(GAME.rec,GAME.frame+1)
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ins(GAME.rec,i)
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end
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P.keyPressing[i]=true
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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,game.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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end
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@@ -1120,9 +1120,9 @@ local function pressKey_Rec(P,i)
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end
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end
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local function releaseKey_Rec(P,i)
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if game.recording then
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ins(game.rec,game.frame+1)
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ins(game.rec,-i)
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if GAME.recording then
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ins(GAME.rec,GAME.frame+1)
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ins(GAME.rec,-i)
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end
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P.keyPressing[i]=false
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end
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@@ -1135,11 +1135,11 @@ local function loadGameEnv(P)--Load gameEnv
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if modeEnv[k]~=nil then
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v=modeEnv[k] --Mode setting
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-- DBP("mode-"..k..":"..tostring(v))
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elseif game.setting[k]~=nil then
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v=game.setting[k] --Game setting
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elseif GAME.setting[k]~=nil then
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v=GAME.setting[k] --Game setting
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-- DBP("game-"..k..":"..tostring(v))
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elseif setting[k]~=nil then
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v=setting[k] --Global setting
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elseif SETTING[k]~=nil then
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v=SETTING[k] --Global setting
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-- DBP("global-"..k..":"..tostring(v))
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-- else
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-- DBP("default-"..k..":"..tostring(v))
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@@ -1189,7 +1189,7 @@ local function applyGameEnv(P)--Finish gameEnv processing
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ENV.das=max(ENV.das,ENV.mindas)
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ENV.arr=max(ENV.arr,ENV.minarr)
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ENV.sdarr=max(ENV.sdarr,ENV.minsdarr)
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ENV.next=min(ENV.next,setting.maxNext)
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ENV.next=min(ENV.next,SETTING.maxNext)
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if ENV.sequence~="bag"and ENV.sequence~="loop"then
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ENV.bagLine=false
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@@ -1355,12 +1355,12 @@ local function loadAI(P,AIdata)--Load AI params
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end
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local function newEmptyPlayer(id,x,y,size)
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local P={id=id}
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players[id]=P
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players.alive[id]=P
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PLAYERS[id]=P
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PLAYERS.alive[id]=P
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--Inherit functions of player class
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for k,v in next,player do P[k]=v end
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if P.id==1 and game.recording then
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if P.id==1 and GAME.recording then
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P.pressKey=pressKey_Rec
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P.releaseKey=releaseKey_Rec
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else
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@@ -1387,7 +1387,7 @@ local function newEmptyPlayer(id,x,y,size)
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P.draw=Pdraw_norm
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P.bonus={}--Text objects
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end
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P.randGen=mt.newRandomGenerator(game.seed)
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P.randGen=mt.newRandomGenerator(GAME.seed)
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P.small=false
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P.alive=true
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@@ -1581,7 +1581,7 @@ function player.createBeam(P,R,send,time,target,color,clear,combo)
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radius=radius*.4
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a=.35
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end
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sysFX.newAttack(x1,y1,x2,y2,radius*(setting.atkFX+3)*.12,corner,type==1 and"fill"or"line",r,g,b,a*(setting.atkFX+5)*.1)
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sysFX.newAttack(x1,y1,x2,y2,radius*(SETTING.atkFX+3)*.12,corner,type==1 and"fill"or"line",r,g,b,a*(SETTING.atkFX+5)*.1)
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end
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function player.newTask(P,code,data)
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local L=P.tasks
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@@ -1621,7 +1621,7 @@ function player.ckfull(P,i)
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return true
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end
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function player.attack(P,R,send,time,...)
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if setting.atkFX>0 then
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if SETTING.atkFX>0 then
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P:createBeam(R,send,time,...)
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end
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R.lastRecv=P
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@@ -1730,9 +1730,9 @@ function player.freshTarget(P)
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P:changeAtk(randomTarget(P))
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end
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elseif P.atkMode==2 then
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P:changeAtk(P~=game.mostBadge and game.mostBadge or game.secBadge or randomTarget(P))
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P:changeAtk(P~=GAME.mostBadge and GAME.mostBadge or GAME.secBadge or randomTarget(P))
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elseif P.atkMode==3 then
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P:changeAtk(P~=game.mostDangerous and game.mostDangerous or game.secDangerous or randomTarget(P))
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P:changeAtk(P~=GAME.mostDangerous and GAME.mostDangerous or GAME.secDangerous or randomTarget(P))
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elseif P.atkMode==4 then
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for i=1,#P.atker do
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if not P.atker[i].alive then
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@@ -1754,7 +1754,7 @@ function player.changeAtkMode(P,m)
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end
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end
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function player.changeAtk(P,R)
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-- if not P.human then R=players[1]end--1vALL mode?
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-- if not P.human then R=PLAYERS[1]end--1vALL mode?
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if P.atking then
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local K=P.atking.atker
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for i=1,#K do
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@@ -1905,7 +1905,7 @@ function player.resetBlock(P)
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--Spawn SFX
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if P.sound and id<8 then
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SFX.fplay(spawnSFX_name[id],setting.spawn)
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SFX.fplay(spawnSFX_name[id],SETTING.spawn)
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end
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end
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@@ -2133,7 +2133,7 @@ do--player.drop(P)--Place piece
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function player.drop(P)
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local _
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local CHN=VOC.getFreeChannel()
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P.dropTime[11]=ins(P.dropTime,1,game.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 ENV=P.gameEnv
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local STAT=P.stat
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P.waiting=ENV.wait
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@@ -2491,7 +2491,7 @@ do--player.drop(P)--Place piece
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P:freshTarget()
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T=P.atking
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end
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elseif #players.alive>1 then
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elseif #PLAYERS.alive>1 then
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T=randomTarget(P)
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end
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if T then
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@@ -2622,12 +2622,12 @@ end
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--------------------------<Events>--------------------------
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local function gameOver()--Save record
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if game.replaying then return end
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if GAME.replaying then return end
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FILE.saveData()
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local M=curMode
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local M=CURMODE
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local R=M.getRank
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if R then
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local P=players[1]
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local P=PLAYERS[1]
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R=R(P)--New rank
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if R then
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local r=modeRanks[M.name]--Old rank
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@@ -2700,14 +2700,14 @@ function player.win(P,result)
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P:changeAtk()
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end
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if P.human then
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game.result=result or"win"
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GAME.result=result or"win"
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SFX.play("win")
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VOC.play("win")
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if modeEnv.royaleMode then
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BGM.play("8-bit happiness")
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end
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end
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if curMode.id=="custom_puzzle"then
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if CURMODE.id=="custom_puzzle"then
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P:showTextF(text.win,0,0,90,"beat",.4)
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else
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P:showTextF(text.win,0,0,90,"beat",.5,.2)
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@@ -2761,16 +2761,16 @@ function player.lose(P)
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return
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end
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P:die()
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for i=1,#players.alive do
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if players.alive[i]==P then
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rem(players.alive,i)
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for i=1,#PLAYERS.alive do
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if PLAYERS.alive[i]==P then
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rem(PLAYERS.alive,i)
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break
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end
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end
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P.result="K.O."
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if modeEnv.royaleMode then
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P:changeAtk()
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P.modeData.event=#players.alive+1
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P.modeData.event=#PLAYERS.alive+1
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P.strength=0
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if P.lastRecv then
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local A,i=P,0
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@@ -2799,7 +2799,7 @@ function player.lose(P)
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freshMostBadge()
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freshMostDangerous()
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if #players.alive==royaleData.stage[game.stage]then
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if #PLAYERS.alive==royaleData.stage[GAME.stage]then
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royaleLevelup()
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end
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P:showTextF(P.modeData.event,0,120,60,"appear",.26,.9)
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@@ -2807,7 +2807,7 @@ function player.lose(P)
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P.gameEnv.keepVisible=P.gameEnv.visible~="show"
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P:showTextF(text.gameover,0,0,60,"appear",.26,.9)
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if P.human then
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game.result="gameover"
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GAME.result="gameover"
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SFX.play("fail")
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VOC.play("lose")
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if modeEnv.royaleMode then
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@@ -2818,7 +2818,7 @@ function player.lose(P)
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end
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end
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gameOver()
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P:newTask(#players>1 and TICK.lose or TICK.finish)
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P:newTask(#PLAYERS>1 and TICK.lose or TICK.finish)
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TASK.new(TICK.autoPause,{0})
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if MARKING then
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P:showTextF(text.marking,0,-226,25,"appear",.4,.0626)
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@@ -2826,8 +2826,8 @@ function player.lose(P)
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else
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P:newTask(TICK.lose)
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end
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if #players.alive==1 then
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players.alive[1]:win()
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if #PLAYERS.alive==1 then
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PLAYERS.alive[1]:win()
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end
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end
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@@ -2971,7 +2971,7 @@ 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 game.frame<240 or game.result then
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if GAME.frame<240 or GAME.result then
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resetPartGameData()
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else
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LOG.print(text.holdR,20,color.orange)
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@@ -3119,17 +3119,17 @@ function PLY.newDemoPlayer(id,x,y,size)
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das=10,arr=2,sddas=2,sdarr=2,
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swap=true,
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ghost=setting.ghost,
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center=setting.center,
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smooth=setting.smooth,
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grid=setting.grid,
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text=setting.text,
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score=setting.score,
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lockFX=setting.lockFX,
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dropFX=setting.dropFX,
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moveFX=setting.moveFX,
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clearFX=setting.clearFX,
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shakeFX=setting.shakeFX,
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ghost=SETTING.ghost,
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center=SETTING.center,
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smooth=SETTING.smooth,
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grid=SETTING.grid,
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text=SETTING.text,
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score=SETTING.score,
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lockFX=SETTING.lockFX,
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dropFX=SETTING.dropFX,
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moveFX=SETTING.moveFX,
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clearFX=SETTING.clearFX,
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shakeFX=SETTING.shakeFX,
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drop=1e99,lock=1e99,
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wait=10,fall=20,
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@@ -3140,7 +3140,7 @@ function PLY.newDemoPlayer(id,x,y,size)
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sequence="bag",
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bag={1,2,3,4,5,6,7},
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face={0,0,0,0,0,0,0},
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skin=setting.skin,
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skin=SETTING.skin,
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mission=false,
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life=1e99,
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