整理代码(主要清除所有redefine-local)
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@@ -151,8 +151,8 @@ local function getScore(field,cb,cy)
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height[x]=h
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if x>3 and x<8 and h>highest then highest=h end
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if h>1 then
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for h=h-1,1,-1 do
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if field[h][x]==0 then
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for h1=h-1,1,-1 do
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if field[h1][x]==0 then
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hole=hole+1
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if hole==5 then break end
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end
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@@ -14,7 +14,7 @@ SETTING={
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lang=1,
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skinSet=1,
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skin={1,7,11,3,14,4,9,1,7,1,7,11,3,14,4,9,14,9,11,3,11,3,1,7,4},
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face={},
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face={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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--Graphic
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block=true,ghost=.3,center=1,
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@@ -56,9 +56,6 @@ SETTING={
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VKIcon=true,--If disp icon
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VKAlpha=.3,
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}
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for i=1,25 do
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SETTING.face[i]=0
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end
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STAT={
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version=gameVersion,
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@@ -6,9 +6,9 @@ local map={}
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for x=-3,3 do map[x]={}for y=-3,3 do map[x][y]={x,y}end end
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local function collect(T)--Make all vec point to the same vec
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if type(T)=="table"then
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for _,T in next,T do
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for k,vec in next,T do
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T[k]=map[vec[1]][vec[2]]
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for _,t in next,T do
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for k,vec in next,t do
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t[k]=map[vec[1]][vec[2]]
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end
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end
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end
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@@ -42,8 +42,8 @@ local function reflect(a)
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b[13]=flipList(a[31])
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return b
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end
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local function pushZero(T)
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for _,L in next,T do
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local function pushZero(t)
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for _,L in next,t do
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if type(L)=="table"then
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for _,v in next,L do
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table.insert(v,1,zero)
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@@ -55,8 +55,8 @@ end
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local TRS
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do
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local OspinList={
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{111,5,2, 0,-1,0},{111,5,2,-1,-1,0},{111,5,0,-1, 0,0},--T
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{333,5,2,-1,-1,0},{333,5,2, 0,-1,0},{333,5,0, 0, 0,0},--T
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{111,5,2, 0,-1,0},{111,5,2,-1,-1,0},{111,5,0,-1, 0,0},--t
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{333,5,2,-1,-1,0},{333,5,2, 0,-1,0},{333,5,0, 0, 0,0},--t
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{313,1,2,-1, 0,0},{313,1,2, 0,-1,0},{313,1,2, 0, 0,0},--Z
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{131,2,2, 0, 0,0},{131,2,2,-1,-1,0},{131,2,2,-1, 0,0},--S
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{331,3,2, 0,-1,0},{113,3,0, 0, 0,0},{113,3,2,-1, 0,0},--J
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@@ -114,7 +114,7 @@ do
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[20]={{ 1, 0},{-1, 0},{ 0,-1}},
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[13]={{ 0,-1},{ 0, 1},{ 1, 0},{ 0,-2},{ 0, 2}},
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[31]={{ 0,-1},{ 0, 1},{-1, 0},{ 0,-2},{ 0, 2}},
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},--T
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},--t
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function(P,d)
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if P.human then SFX.fieldPlay("rotate",nil,P)end
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if not P.gameEnv.ospin then return end
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@@ -131,7 +131,7 @@ do
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if D==L[1]then
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local id,dir=L[2],L[3]
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local bk=blocks[id][dir]
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local x,y=P.curX+L[4],P.curY+L[5]
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x,y=P.curX+L[4],P.curY+L[5]
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if not P:ifoverlap(bk,x,y)and(L[6]>0 or P:ifoverlap(bk,x-1,y)and P:ifoverlap(bk,x+1,y))and(L[6]==2 or P:ifoverlap(bk,x,y-1))and P:ifoverlap(bk,x,y+1)then
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local C=P.cur
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C.id=id
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@@ -746,10 +746,10 @@ local Pdraw_norm do
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mText(drawableText.next,378,-15)
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N=1
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while N<=ENV.next and P.next[N]do
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local b,c=P.next[N].bk,P.next[N].color
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for i=1,#b do for j=1,#b[1] do
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if b[i][j]then
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gc.draw(blockSkin[c],30*(j+12.6-#b[1]*.5)-30,-30*(i-2.4*N-#b*.5))-- drawCell(i-2.4*N-#b*.5,j+12.6-#b[1]*.5,c)
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local bk,clr=P.next[N].bk,P.next[N].color
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for i=1,#bk do for j=1,#bk[1] do
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if bk[i][j]then
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gc.draw(blockSkin[clr],30*(j+12.6-#bk[1]*.5)-30,-30*(i-2.4*N-#bk*.5))-- drawCell(i-2.4*N-#bk*.5,j+12.6-#bk[1]*.5,clr)
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end
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end end
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N=N+1
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@@ -2182,9 +2182,9 @@ do--player.drop(P)--Place piece
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::L1::
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if y then
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x=CX+x-1
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for y=y0+y,#P.field do
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for y1=y0+y,#P.field do
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--Roof=finesse
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if P:solid(x,y)then
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if P:solid(x,y1)then
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finesse=true
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goto L2
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end
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@@ -2727,9 +2727,9 @@ function player.lose(P)
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P.killMark=A.id==1
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end
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A.modeData.point,A.badge=A.modeData.point+1,A.badge+P.badge+1
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for i=A.strength+1,4 do
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if A.badge>=royaleData.powerUp[i]then
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A.strength=i
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for j=A.strength+1,4 do
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if A.badge>=royaleData.powerUp[j]then
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A.strength=j
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A.frameColor=frameColor[A.strength]
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end
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end
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@@ -3143,7 +3143,6 @@ function PLY.newAIPlayer(id,x,y,size,AIdata)
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loadGameEnv(P)
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applyGameEnv(P)
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local ENV=P.gameEnv
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ENV.face={0,0,0,0,0,0,0}
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ENV.skin={1,5,8,2,10,3,7}
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prepareSequence(P)
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@@ -426,8 +426,7 @@ do--intro
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}
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function Pnt.intro()
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local S=sceneTemp
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local t=S.t1
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local T=(t+110)%300
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local T=(S.t1+110)%300
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if T<30 then
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gc.setLineWidth(4+(30-T)^1.626/62)
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else
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@@ -437,12 +436,12 @@ do--intro
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gc.push("transform")
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gc.translate(126,226)
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for i=1,8 do
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local T=t-i*15
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if T>0 then
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local t=S.t1-i*15
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if t>0 then
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gc.push("transform")
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gc.setColor(1,1,1,min(T*.025,1))
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titleTransform[S.r[i]](T,i)
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local dt=(t+62-5*i)%300
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gc.setColor(1,1,1,min(t*.025,1))
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titleTransform[S.r[i]](t,i)
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local dt=(S.t1+62-5*i)%300
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if dt<20 then
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gc.translate(0,abs(10-dt)-10)
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end
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@@ -451,9 +450,8 @@ do--intro
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end
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end
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gc.pop()
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t=S.t2
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if t>=80 then
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gc.setColor(1,1,1,.6+sin((t-80)*.0626)*.3)
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if S.t2>=80 then
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gc.setColor(1,1,1,.6+sin((S.t2-80)*.0626)*.3)
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mText(drawableText.anykey,640,615+sin(Timer()*3)*5)
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end
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end
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@@ -635,12 +633,12 @@ do--mode
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if kb.isDown("right","d")then x=x+10*k F=true end
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local js1=joysticks[1]
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if js1 then
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local k=js1:getAxis(1)
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if k~="c"then
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if k=="u"or k=="ul"or k=="ur"then y=y-10*k F=true end
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if k=="d"or k=="dl"or k=="dl"then y=y+10*k F=true end
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if k=="l"or k=="ul"or k=="dl"then x=x-10*k F=true end
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if k=="r"or k=="ur"or k=="dr"then x=x+10*k F=true end
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local dir=js1:getAxis(1)
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if dir~="c"then
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if dir=="u"or dir=="ul"or dir=="ur"then y=y-10*k F=true end
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if dir=="d"or dir=="dl"or dir=="dl"then y=y+10*k F=true end
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if dir=="l"or dir=="ul"or dir=="dl"then x=x-10*k F=true end
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if dir=="r"or dir=="ur"or dir=="dr"then x=x+10*k F=true end
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end
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end
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end
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@@ -648,17 +646,17 @@ do--mode
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if F then
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cam.keyCtrl=true
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end
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local x,y=(cam.x1-180)/cam.k1,cam.y1/cam.k1
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local x1,y1=(cam.x1-180)/cam.k1,cam.y1/cam.k1
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for name,M in next,Modes do
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if modeRanks[name]then
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local SEL
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local s=M.size
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if M.shape==1 then
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if x>M.x-s and x<M.x+s and y>M.y-s and y<M.y+s then SEL=name end
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if x1>M.x-s and x1<M.x+s and y1>M.y-s and y1<M.y+s then SEL=name end
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elseif M.shape==2 then
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if abs(x-M.x)+abs(y-M.y)<s then SEL=name end
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if abs(x1-M.x)+abs(y1-M.y)<s then SEL=name end
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elseif M.shape==3 then
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if(x-M.x)^2+(y-M.y)^2<s^2 then SEL=name end
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if(x1-M.x)^2+(y1-M.y)^2<s^2 then SEL=name end
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end
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if SEL and cam.sel~=SEL then
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cam.sel=SEL
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@@ -1217,7 +1215,7 @@ do--pause
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val={1/80,1/80,1/80,1/60,1/100,1/40},
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timing=org=="play",
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}
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local S=sceneTemp
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S=sceneTemp
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local A,B=S.radar,S.val
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--Normalize Values
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@@ -2659,14 +2657,14 @@ do--dict
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for i=1,min(#list,15)do
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local y=142+35*i
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i=i+S.scroll
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local S=list[i]
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local item=list[i]
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gc.setColor(0,0,0)
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gc.print(S[1],29,y-1)
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gc.print(S[1],29,y+1)
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gc.print(S[1],31,y-1)
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gc.print(S[1],31,y+1)
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gc.setColor(typeColor[S[3]])
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gc.print(S[1],30,y)
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gc.print(item[1],29,y-1)
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gc.print(item[1],29,y+1)
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gc.print(item[1],31,y-1)
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gc.print(item[1],31,y+1)
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gc.setColor(typeColor[item[3]])
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gc.print(item[1],30,y)
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end
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gc.setColor(1,1,1)
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@@ -2757,12 +2755,12 @@ do--stat
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local S=STAT
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local X1,X2,Y1,Y2={0,0,0,0},{0,0,0,0},{},{}
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for i=1,7 do
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local S,C=S.spin[i],S.clear[i]
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Y1[i]=S[1]+S[2]+S[3]+S[4]
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Y2[i]=C[1]+C[2]+C[3]+C[4]
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local s,c=S.spin[i],S.clear[i]
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Y1[i]=s[1]+s[2]+s[3]+s[4]
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Y2[i]=c[1]+c[2]+c[3]+c[4]
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for j=1,4 do
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X1[j]=X1[j]+S[j]
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X2[j]=X2[j]+C[j]
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X1[j]=X1[j]+s[j]
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X2[j]=X2[j]+c[j]
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end
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end
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sceneTemp={
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@@ -3278,12 +3276,12 @@ do--p15
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local N=S.board[i][j]
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local C=blind and 1 or S.color
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local backColor=backColor[C]
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local frontColor=frontColor[C]
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local back=backColor[C]
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local front=frontColor[C]
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gc.setColor(backColor[N])
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gc.setColor(back[N])
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gc.rectangle("fill",j*160+163,i*160-117,154,154,8)
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gc.setColor(frontColor[N])
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gc.setColor(front[N])
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gc.rectangle("line",j*160+163,i*160-117,154,154,8)
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if not blind then
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gc.setColor(.1,.1,.1)
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@@ -3573,7 +3571,7 @@ do--pong
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end
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if S.state==1 then--Playing
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if x<160 or x>1120 then
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local P=x<160 and S.p1 or S.p2
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P=x<160 and S.p1 or S.p2
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local d=y-P.y
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if abs(d)<60 then
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vx=-vx-(vx>0 and .05 or -.5)
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