Fixed an issue with buffer lock inputs
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@@ -210,9 +210,7 @@ end
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function Ruleset:initializePiece(
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inputs, data, grid, gravity, prev_inputs,
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move, lock_delay, drop_speed,
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drop_locked, hard_drop_locked, big, irs,
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buffer_hard_drop, buffer_soft_drop,
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lock_on_hard_drop, lock_on_soft_drop
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drop_locked, hard_drop_locked, big, irs
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)
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local spawn_positions
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if big then
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@@ -265,13 +263,6 @@ function Ruleset:initializePiece(
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end
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end
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self:dropPiece(inputs, piece, grid, gravity, drop_speed, drop_locked, hard_drop_locked)
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if (buffer_hard_drop and config.gamesettings.buffer_lock == 1) then
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piece:dropToBottom(grid)
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if lock_on_hard_drop then piece.locked = true end
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end
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if (buffer_soft_drop and lock_on_soft_drop and piece:isDropBlocked(grid) and config.gamesettings.buffer_lock == 1) then
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piece.locked = true
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end
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return piece
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end
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@@ -284,6 +275,7 @@ function Ruleset:processPiece(
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drop_locked, hard_drop_locked,
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hard_drop_enabled, additive_gravity, classic_lock
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)
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if piece.locked then return end
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local synchroes_allowed = ({not self.world, true, false})[config.gamesettings.synchroes_allowed]
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