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collision: don't calculate player coords if we have it
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@@ -118,18 +118,18 @@
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}
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}
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};
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};
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fn.find_collisions = function(){
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fn.find_collisions = function(player_data_coords){
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var self = this;
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var self = this;
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var colliders_coords = [];
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var colliders_coords = [];
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var colliders_data = [];
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var colliders_data = [];
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var $colliders = (this.colliders || this.$colliders);
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var $colliders = (this.colliders || this.$colliders);
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var count = $colliders.length;
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var count = $colliders.length;
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var player_coords = self.$element.coords().update(player_data_coords || false).get();
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while(count--){
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while(count--){
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var $collider = self.$colliders ? $($colliders[count]) : $colliders[count];
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var $collider = self.$colliders ? $($colliders[count]) : $colliders[count];
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var player_coords = self.$element.coords().update().get();
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var $collider_coords_ins = ($collider.isCoords) ?
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var $collider_coords_ins = ($collider.isCoords) ?
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$collider.update() : $collider.coords();
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$collider : $collider.coords();
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var collider_coords = $collider_coords_ins.get();
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var collider_coords = $collider_coords_ins.get();
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var overlaps = self.overlaps(player_coords, collider_coords);
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var overlaps = self.overlaps(player_coords, collider_coords);
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@@ -169,8 +169,8 @@
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};
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};
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fn.get_closest_colliders = function(){
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fn.get_closest_colliders = function(player_data_coords){
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var colliders = this.find_collisions();
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var colliders = this.find_collisions(player_data_coords);
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var min_area = 100;
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var min_area = 100;
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colliders.sort(function(a, b){
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colliders.sort(function(a, b){
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