Alpha V0.7.8
This commit is contained in:
157
gamefunc.lua
157
gamefunc.lua
@@ -1,6 +1,5 @@
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function loadGame(mode,level)
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--rec={}
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print(mode)
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curMode={id=modeID[mode],lv=level,modeName=modeName[mode],levelName=modeLevel[modeID[mode]][level]}
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gotoScene("play")
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end
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@@ -12,6 +11,7 @@ function resetGameData()
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players={alive={}}
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modeEnv=defaultModeEnv[curMode.id][curMode.lv]or defaultModeEnv[curMode.id][1]
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loadmode[curMode.id]()
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BGM(modeEnv.bgm)
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FX.beam={}
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for k,v in pairs(PTC.dust)do
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@@ -63,6 +63,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
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P.small=P.size<.3
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if P.small then
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P.centerX,P.centerY=P.x+150*P.size,P.y+300*P.size
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P.size=P.size*5
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else
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P.centerX,P.centerY=P.x+300*P.size,P.y+670*P.size
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end
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@@ -109,30 +110,31 @@ function createPlayer(id,x,y,size,AIspeed,data)
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P.dropDelay,P.lockDelay=P.gameEnv.drop,P.gameEnv.lock
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P.freshTime=0
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P.spinLast,P.lastClear=nil
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if P.gameEnv.sequence<3 then
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local s=P.gameEnv.sequence
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if s=="bag7"or s=="his4"then
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local bag1={1,2,3,4,5,6,7}
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for i=1,7 do
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P.nxt[i]=rem(bag1,rnd(#bag1))
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P.nb[i]=blocks[P.nxt[i]][0]
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end
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elseif P.gameEnv.sequence==3 then
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elseif s=="rnd"then
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for i=1,6 do
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local r=rnd(7)
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P.nxt[i]=r
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P.nb[i]=blocks[r][0]
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end
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elseif P.gameEnv.sequence==5 then
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elseif s=="drought1"then
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local bag1={1,2,3,4,5,6}
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for i=1,6 do
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P.nxt[i]=rem(bag1,rnd(#bag1))
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P.nb[i]=blocks[P.nxt[i]][0]
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end--First bag
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elseif P.gameEnv.sequence==6 then
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end
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elseif s=="drought2"then
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local bag1={1,2,3,4,6,7}
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for i=1,6 do
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P.nxt[i]=rem(bag1,rnd(#bag1))
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P.nb[i]=blocks[P.nxt[i]][0]
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end--First bag
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end
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end
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P.freshNext=freshMethod[P.gameEnv.sequence]
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@@ -143,7 +145,7 @@ function createPlayer(id,x,y,size,AIspeed,data)
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P.showTime=P.gameEnv.visible==1 and 1e99 or P.gameEnv.visible==2 and 300 or 20
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P.cb,P.sc,P.bn,P.r,P.c,P.cx,P.cy,P.dir,P.y_img={{}},{0,0},1,0,0,0,0,0,0
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P.keyPressing,P.isKeyDown={},{}for i=1,12 do P.keyPressing[i],P.isKeyDown[i]=false,false end
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P.keyPressing={}for i=1,12 do P.keyPressing[i]=false end
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P.moving,P.downing=0,0
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P.waiting,P.falling=0,0
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P.clearing={}
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@@ -164,15 +166,45 @@ function showText(P,text,type,font,dy,spd,inf)
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ins(P.bonus,{t=0,text=text,draw=FX[type],font=font,dy=dy or 0,speed=spd or 1,inf=inf})
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end
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end
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function garbageSend(S,R,send,time)
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local pos=rnd(10)
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createBeam(S,R,send<4 and 1 or send<7 and 2 or 3)
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R.lastRecv=S
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if R.atkBuffer.sum<20 then
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send=min(send,20-R.atkBuffer.sum)
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R.atkBuffer.sum=R.atkBuffer.sum+send
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ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=send<4 and 1 or send<7 and 2 or 3})
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if R.id==1 then sysSFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)end
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end
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end
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function garbageRelease()
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local t=P.showTime*2
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for i=1,#P.atkBuffer do
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local atk=P.atkBuffer[i]
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if not atk.sent and atk.countdown<=0 then
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for j=1,atk.amount do
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ins(P.field,1,getNewRow(13))
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ins(P.visTime,1,getNewRow(t))
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for k=1,#atk do
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P.field[1][atk[k]]=0
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end
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end
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P.atkBuffer.sum=P.atkBuffer.sum-atk.amount
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atk.sent=true
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atk.time=0
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P.fieldBeneath=P.fieldBeneath+atk.amount*30
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end
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end
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end
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function createBeam(S,R,lv)--Player id
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local x1,y1,x2,y2
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if S.small then
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x1,y1=S.x+(30*(P.cx+P.sc[2]-1)+15)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15)*S.size
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x1,y1=S.centerX,S.centerY
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else
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x1,y1=S.x+(30*(P.cx+P.sc[2]-1)-30+15+150)*S.size,S.y+(600-30*(P.cy+P.sc[1]-1)+15+70)*S.size
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end
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if R.small then
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x2,y2=R.x+150*R.size,R.y+300*R.size
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x2,y2=R.x+150*R.size*.2,R.y+300*R.size*.2
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else
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x2,y2=R.x+308*R.size,R.y+450*R.size
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end
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@@ -181,12 +213,12 @@ end
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function throwBadge(S,R,amount)--Player id
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local x1,y1,x2,y2
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if S.small then
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x1,y1=S.x+150*S.size,S.y+300*S.size
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x1,y1=S.x+30*S.size,S.y+60*S.size
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else
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x1,y1=S.x+308*S.size,S.y+450*S.size
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end
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if R.small then
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x2,y2=R.x+150*R.size,R.y+300*R.size
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x2,y2=R.x+30*R.size,R.y+60*R.size
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else
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x2,y2=R.x+73*R.size,R.y+360*R.size
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end
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@@ -195,9 +227,9 @@ end
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function randomTarget(p)
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if #players.alive>1 then
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local r
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repeat
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::L::
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r=players.alive[rnd(#players.alive)]
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until r~=p
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if r==p then goto L end
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return r
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end
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end
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@@ -214,7 +246,7 @@ function freshTarget(P)
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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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rem(P.atker,i)
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break
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return
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end
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end
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end
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@@ -292,50 +324,55 @@ function royaleLevelup()
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end
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function freshgho()
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if P.gameEnv._20G or P.keyPressing[7]and P.gameEnv.sdarr==0 then
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while not ifoverlap(P.cb,P.cx,P.cy-1)do
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::L::if not ifoverlap(P.cb,P.cx,P.cy-1)then
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P.cy=P.cy-1
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P.spinLast=false
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goto L
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end
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P.y_img=P.cy
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else
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P.y_img=P.cy>#P.field+1 and #P.field+1 or P.cy
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while not ifoverlap(P.cb,P.cx,P.y_img-1)do
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::L::if not ifoverlap(P.cb,P.cx,P.y_img-1)then
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P.y_img=P.y_img-1
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goto L
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end
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end
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end
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function freshLockDelay()
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if P.lockDelay<P.gameEnv.lock and P.freshTime<=P.gameEnv.freshLimit then
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P.lockDelay=P.gameEnv.lock
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if P.lockDelay<P.gameEnv.lock then
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if P.freshTime<=P.gameEnv.freshLimit then
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P.lockDelay=P.gameEnv.lock
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end
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P.freshTime=P.freshTime+1
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end
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end
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function ifoverlap(bk,x,y)
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if x<1 or x+#bk[1]>11 or y<1 then return true end
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if y>#P.field then return nil end
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if y>#P.field then return end
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for i=1,#bk do for j=1,#bk[1]do
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if P.field[y+i-1]and bk[i][j]>0 and P.field[y+i-1][x+j-1]>0 then return true end
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end end
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end
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function ckfull(i)
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for j=1,10 do if P.field[i][j]==0 then return nil end end
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for j=1,10 do if P.field[i][j]==0 then return end end
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return true
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end
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function checkrow(s,num)--(cy,r)
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local c=0--rows cleared
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for i=s,s+num-1 do
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function checkrow(start,height)--(cy,r)
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local c=0
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for i=start,start+height-1 do
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if ckfull(i)then
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ins(P.clearing,1,i)
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P.falling=P.gameEnv.fall
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c=c+1--row cleared+1
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c=c+1
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if not P.small then
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for k=1,250 do
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PTC.dust[P.id]:setPosition(rnd(300),600-30*i+rnd(30))
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PTC.dust[P.id]:emit(1)
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local S=PTC.dust[P.id]
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for k=1,100 do
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S:setPosition(rnd(300),600-30*i+rnd(30))
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S:emit(3)
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end
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end
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end
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end
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if c>0 then P.falling=P.gameEnv.fall end
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return c
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end
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function solid(x,y)
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@@ -346,6 +383,7 @@ end
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function resetblock()
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P.holded=false
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P.spinLast=false
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P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)
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P.freshNext()
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P.sc,P.dir=scs[P.bn][0],0
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P.r,P.c=#P.cb,#P.cb[1]
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@@ -369,7 +407,10 @@ end
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function pressKey(i,p)
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P=p
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P.keyPressing[i]=true
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P.isKeyDown[i]=true
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if P.id==1 then
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virtualkeyDown[i]=true
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virtualkeyPressTime[i]=10
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end
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if i==10 then
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act.restart()
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elseif P.alive then
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@@ -402,8 +443,8 @@ function pressKey(i,p)
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end
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function releaseKey(i,p)
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p.keyPressing[i]=false
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p.isKeyDown[i]=false
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-- if playmode=="recording"then ins(rec,{-i,frame})end
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if p.id==1 then virtualkeyDown[i]=false end
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-- if recording then ins(rec,{-i,frame})end
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end
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function spin(d,ifpre)
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local idir=(P.dir+d)%4
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@@ -413,7 +454,7 @@ function spin(d,ifpre)
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if P.id==1 then
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stat.rotate=stat.rotate+1
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end
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return nil
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return
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end
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local icb=blocks[P.bn][idir]
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local isc=scs[P.bn][idir]
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@@ -446,7 +487,7 @@ function hold(ifpre)
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P.hn,P.bn=P.bn,P.hn
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P.hb,P.cb=blocks[P.hn][0],P.hb
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if P.bn==0 then P.freshNext()end
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if P.bn==0 then P.bn,P.cb=rem(P.nxt,1),rem(P.nb,1)P.freshNext()end
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P.sc,P.dir=scs[P.bn][0],0
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P.r,P.c=#P.cb,#P.cb[1]
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P.cx,P.cy=blockPos[P.bn],21+ceil(P.fieldBeneath/30)-P.r+min(int(#P.field*.2),2)
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@@ -513,11 +554,11 @@ function drop()
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if P.b2b>480 then
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showText(P,"Techrash B2B2B","fly",70)
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csend=6
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sendTime=80
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sendTime=100
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exblock=exblock+1
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elseif P.b2b>=30 then
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showText(P,"Techrash B2B","drive",70)
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sendTime=70
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sendTime=80
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csend=5
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else
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showText(P,"Techrash","stretch",80)
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@@ -619,7 +660,8 @@ function drop()
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showText(P,exblock,"zoomout",10,70)
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end
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end
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while csend>0 and P.atkBuffer[1]do
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::L::
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if csend>0 and P.atkBuffer[1]then
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if exblock>0 then
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exblock=exblock-1
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else
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@@ -630,6 +672,7 @@ function drop()
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if P.atkBuffer[1].amount==0 then
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rem(P.atkBuffer,1)
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end
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goto L
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end
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if csend>0 then
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if modeEnv.royaleMode then
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@@ -681,36 +724,6 @@ function lock()
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end
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end
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end
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function garbageSend(S,R,send,time)
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local pos=rnd(10)
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createBeam(S,R,send<4 and 1 or send<7 and 2 or 3)
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R.lastRecv=S
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if R.atkBuffer.sum<20 then
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send=min(send,20-R.atkBuffer.sum)
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R.atkBuffer.sum=R.atkBuffer.sum+send
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ins(R.atkBuffer,{pos,amount=send,countdown=time,cd0=time,time=0,sent=false,lv=send<4 and 1 or send<7 and 2 or 3})
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if R.id==1 then sysSFX(send<4 and "blip_1"or"blip_2",min(send+1,5)*.1)end
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end
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end
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function garbageRelease()
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local t=P.showTime*2
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for i=1,#P.atkBuffer do
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local atk=P.atkBuffer[i]
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if not atk.sent and atk.countdown<=0 then
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for j=1,atk.amount do
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ins(P.field,1,getNewRow(13))
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ins(P.visTime,1,getNewRow(t))
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for k=1,#atk do
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P.field[1][atk[k]]=0
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end
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end
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P.atkBuffer.sum=P.atkBuffer.sum-atk.amount
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atk.sent=true
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atk.time=0
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P.fieldBeneath=P.fieldBeneath+atk.amount*30
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end
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end
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end
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act={
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moveLeft=function(auto)
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if P.keyPressing[9]then
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@@ -735,7 +748,7 @@ act={
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if P.keyPressing[9]then
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if P.atkMode~=2 then
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P.atkMode=2
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changeAtk(P,P~=mostBadge and mostBadge or secBadge or randomTarget(P))
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freshTarget(P)
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end
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else
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if not auto then
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@@ -757,7 +770,7 @@ act={
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if P.keyPressing[9]then
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if P.atkMode~=3 then
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P.atkMode=3
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changeAtk(P,P~=mostDangerous and mostDangerous or secDangerous or randomTarget(P))
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freshTarget(P)
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end
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else
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if P.waiting<=0 then
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@@ -805,15 +818,17 @@ act={
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end,
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insDown=function()if P.cy~=P.y_img then P.cy,P.lockDelay,P.spinLast=P.y_img,P.gameEnv.lock,false end end,
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insLeft=function()
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while not ifoverlap(P.cb,P.cx-1,P.cy)do
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::L::if not ifoverlap(P.cb,P.cx-1,P.cy)then
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P.cx,P.lockDelay=P.cx-1,P.gameEnv.lock
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freshgho()
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goto L
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end
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end,
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insRight=function()
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while not ifoverlap(P.cb,P.cx+1,P.cy)do
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::L::if not ifoverlap(P.cb,P.cx+1,P.cy)then
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P.cx,P.lockDelay=P.cx+1,P.gameEnv.lock
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freshgho()
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goto L
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end
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end,
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down1=function()
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