Reduce exports from input.js
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033b7c5109
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@ -29,7 +29,7 @@ actor.timers = [];
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actor.kill = function(){
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actor.kill = function(){
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if (this.__dead__) return;
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if (this.__dead__) return;
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this.timers.forEach(t => t());
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this.timers.forEach(t => t());
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Player.do_uncontrol(this);
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input.do_uncontrol(this);
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Event.rm_obj(this);
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Event.rm_obj(this);
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if (this.master) this.master.rm_pawn(this);
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if (this.master) this.master.rm_pawn(this);
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this.padawans.forEach(p => p.kill());
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this.padawans.forEach(p => p.kill());
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@ -323,6 +323,8 @@ var gameobject = {
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if (ent.tag) game.tag_add(ent.tag, ent);
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if (ent.tag) game.tag_add(ent.tag, ent);
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if (callback) callback(ent);
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return ent;
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return ent;
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},
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},
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@ -523,7 +525,7 @@ var gameobject = {
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this.timers.forEach(t => t());
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this.timers.forEach(t => t());
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this.timers = [];
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this.timers = [];
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Event.rm_obj(this);
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Event.rm_obj(this);
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Player.do_uncontrol(this);
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input.do_uncontrol(this);
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physics.collide_rm(this);
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physics.collide_rm(this);
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if (this.master) {
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if (this.master) {
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@ -670,7 +672,7 @@ gameobject.doc = {
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motor: 'Keeps the relative angular velocity of this body to to at a constant rate. The most simple idea is for one of the bodies to be static, to the other is kept at rate.',
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motor: 'Keeps the relative angular velocity of this body to to at a constant rate. The most simple idea is for one of the bodies to be static, to the other is kept at rate.',
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layer: 'Bitmask for collision layers.',
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layer: 'Bitmask for collision layers.',
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drawlayer: 'Layer for drawing. Higher numbers draw above lower ones.',
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drawlayer: 'Layer for drawing. Higher numbers draw above lower ones.',
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warp_layer: 'Bitmask for selecting what warps should affect this entity.',
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warp_filter: 'Bitmask for selecting what warps should affect this entity.',
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};
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};
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global.ur = {};
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global.ur = {};
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@ -318,12 +318,6 @@ var Player = {
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}
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}
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},
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},
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do_uncontrol(pawn) {
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this.players.forEach(function(p) {
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p.pawns = p.pawns.filter(x => x !== pawn);
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});
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},
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obj_controlled(obj) {
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obj_controlled(obj) {
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for (var p in Player.players) {
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for (var p in Player.players) {
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if (p.pawns.contains(obj))
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if (p.pawns.contains(obj))
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@ -358,6 +352,13 @@ var Player = {
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},
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},
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};
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};
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input.do_uncontrol = function(pawn)
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{
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Player.players.forEach(function(p) {
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p.pawns = p.pawns.filter(x => x !== pawn);
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});
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}
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for (var i = 0; i < 4; i++) {
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for (var i = 0; i < 4; i++) {
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Player.create();
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Player.create();
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}
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}
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@ -197,7 +197,7 @@ transform2d sprite2t(sprite *s)
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return (transform2d){
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return (transform2d){
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.pos = s->pos,
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.pos = s->pos,
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.scale = s->scale,
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.scale = s->scale,
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.angle = s->angle
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.angle = HMM_TurnToRad*s->angle
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};
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};
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}
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}
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