在倒计时阶段按一些按键会报错
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@@ -2510,19 +2510,21 @@ function player.act.insRight(P,auto)
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end
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end
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function player.act.insDown(P)
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if P.curY>P.imgY and P.cur then
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if P.cur and P.curY>P.imgY then
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if P.gameEnv.dropFX and P.gameEnv.block and P.curY-P.imgY-P.r>-1 then
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P:creatDropFX(P.curX,P.curY-1,P.c,P.curY-P.imgY-P.r+1)
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end
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if P.gameEnv.shakeFX then
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P.fieldOff.vy=P.gameEnv.shakeFX*.5
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end
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P.curY,P.lockDelay,P.spinLast=P.imgY,P.gameEnv.lock,false
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P.curY=P.imgY
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P.lockDelay=P.gameEnv.lock
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P.spinLast=false
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P:freshBlock(true,true)
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end
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end
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function player.act.down1(P)
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if P.curY>P.imgY and P.cur then
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if P.cur and P.curY>P.imgY then
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if P.gameEnv.moveFX and P.gameEnv.block then
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P:createMoveFX("down")
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end
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@@ -2532,27 +2534,25 @@ function player.act.down1(P)
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end
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end
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function player.act.down4(P)
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for _=1,4 do
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if P.curY>P.imgY and P.cur then
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P.curY=P.curY-1
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P:freshBlock(true,true)
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P.spinLast=false
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else
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return
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if P.cur and P.curY>P.imgY then
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local y=max(P.cur-4,P.imgY)
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if P.gameEnv.dropFX and P.gameEnv.block and P.curY-y-P.r>-1 then
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P:creatDropFX(P.curX,P.curY-1,P.c,P.curY-y-P.r+1)
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end
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P.curY=y
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P:freshBlock(true,true)
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P.spinLast=false
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end
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end
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function player.act.down10(P)
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if P.cur then
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for _=1,10 do
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if P.curY>P.imgY then
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P.curY=P.curY-1
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P:freshBlock(true,true)
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P.spinLast=false
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else
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return
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end
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if P.cur and P.curY>P.imgY then
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local y=max(P.cur-10,P.imgY)
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if P.gameEnv.dropFX and P.gameEnv.block and P.curY-y-P.r>-1 then
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P:creatDropFX(P.curX,P.curY-1,P.c,P.curY-y-P.r+1)
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end
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P.curY=y
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P:freshBlock(true,true)
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P.spinLast=false
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end
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end
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function player.act.dropLeft(P)
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