macro compression
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7e6fc1ffbe
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@ -477,7 +477,7 @@ component.edge2d = Object.copy(collider2d, {
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}
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if (this.hollow) {
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var hpoints = inflate_cpv(spoints, spoints.length, this.hollowt);
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var hpoints = vector.inflate(spoints, this.hollowt);
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if (hpoints.length === spoints.length) return spoints;
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var arr1 = hpoints.filter(function(x,i) { return i % 2 === 0; });
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var arr2 = hpoints.filter(function(x,i) { return i % 2 !== 0; });
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@ -70,7 +70,7 @@ function use(file)
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var c = io.slurp(file);
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var script = `(function() { ${c} })();`;
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use.files[file] = os.eval_env(file,global,script);
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use.files[file] = os.eval_env(file,script,global);
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return use.files[file];
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}
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@ -90,7 +90,7 @@ function eval_env(script, env, file)
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file ??= "SCRIPT";
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console.spam(`eval ${file}`);
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script = `(function() { ${script}; }).call(this);\n`;
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return os.eval_env(file,env,script);
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return os.eval_env(file,script,env);
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}
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global.check_registers = function(obj)
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@ -147,8 +147,7 @@ global.mixin("scripts/render.js");
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global.mixin("scripts/debug.js");
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var frame_t = profile.secs(profile.now());
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var updateMS = 1/60;
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var physMS = 1/60;
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var phys_step = 1/60;
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var sim = {
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mode: "play",
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@ -185,10 +184,10 @@ function process()
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physlag += dt;
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while (physlag > physMS) {
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physlag -= physMS;
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prosperon.phys2d_step(physMS*timescale);
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prosperon.physupdate(physMS*timescale);
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while (physlag > phys_step) {
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physlag -= phys_step;
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prosperon.phys2d_step(phys_step*timescale);
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prosperon.physupdate(phys_step*timescale);
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}
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prosperon.window_render();
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@ -287,9 +287,8 @@ float phys2d_circle_moi(struct phys2d_circle *c) {
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return cpMomentForCircle(m, 0, cpCircleShapeGetRadius(c->shape.shape), cpCircleShapeGetOffset(c->shape.shape));
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}
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void phys2d_circledel(struct phys2d_circle *c) {
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phys2d_shape_del(&c->shape);
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}
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void phys2d_circledel(struct phys2d_circle *c) { phys2d_shape_del(&c->shape); }
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void circle2d_free(circle2d *c) { phys2d_circledel(c); }
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void phys2d_dbgdrawcpcirc(cpShape *c) {
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HMM_Vec2 pos = mat_t_pos(t_go2world(shape2go(c)), (HMM_Vec2)cpCircleShapeGetOffset(c));
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@ -47,6 +47,8 @@ struct phys2d_circle {
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struct phys2d_shape shape;
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};
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typedef struct phys2d_circle circle2d;
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/* A convex polygon; defined as the convex hull around the given set of points */
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struct phys2d_poly {
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HMM_Vec2 *points;
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@ -66,6 +68,7 @@ struct phys2d_edge {
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struct phys2d_circle *Make2DCircle(gameobject *go);
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void phys2d_circledel(struct phys2d_circle *c);
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void circle2d_free(circle2d *c);
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void phys2d_applycircle(struct phys2d_circle *circle);
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void phys2d_dbgdrawcircle(struct phys2d_circle *circle);
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float phys2d_circle_moi(struct phys2d_circle *c);
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