微调player.drop函数逻辑
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@@ -797,7 +797,7 @@ do--Player.drop(P)--Place piece
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local STAT=P.stat
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local piece=P.lastPiece
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local lose
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local finish
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local cmb=P.combo
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local CB,CX,CY=P.cur,P.curX,P.curY
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local clear--If clear with no line fall
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@@ -975,7 +975,7 @@ do--Player.drop(P)--Place piece
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if finePts<5 then
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STAT.extraPiece=STAT.extraPiece+1
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if ENV.fineKill then
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lose=true
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finish=true
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end
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if P.sound then
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if ENV.fineKill then
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@@ -1115,7 +1115,7 @@ do--Player.drop(P)--Place piece
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if not piece.special then
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P.b2b=max(P.b2b-250,0)
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if P.b2b<50 and ENV.b2bKill then
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lose=true
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finish=true
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end
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P:showText(text.clear[cc],0,-30,35,"appear",(8-cc)*.3)
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atk=cc-.5
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@@ -1266,12 +1266,12 @@ do--Player.drop(P)--Place piece
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SFX.play("reach")
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if P.curMission>#ENV.mission then
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P.curMission=nil
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P:win("finish")
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if not finish then finish="finish"end
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end
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elseif ENV.missionKill then
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P:showText(text.missionFailed,0,140,40,"flicker",.5)
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SFX.play("finesseError_long",.6)
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lose=true
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finish=true
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end
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end
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@@ -1303,12 +1303,12 @@ do--Player.drop(P)--Place piece
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_=STAT.clears _[cc]=_[cc]+1--Clear[1~5]
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end
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if lose then
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P:lose()
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if finish then
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if finish==true then P:lose()end
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_=ENV.dropPiece if _ then _(P)end
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if finish then P:win(finish)end
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else
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--Drop event
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_=ENV.dropPiece
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if _ then _(P)end
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_=ENV.dropPiece if _ then _(P)end
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end
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end
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end
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