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@ -128,6 +128,8 @@ int main(int argc, char **args) {
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script_startup();
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logout = 0;
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for (int i = 1; i < argc; i++) {
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if (args[i][0] == '-') {
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switch (args[i][1]) {
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@ -962,7 +962,7 @@ var Register = {
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},
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unregister_obj(obj) {
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// Log.warn(`Unregister ${JSON.stringify(obj)}`);
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Log.warn(`Unregister ${JSON.stringify(obj.body)}`);
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this.updates = this.updates.filter(x => x[1] !== obj);
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this.guis = this.guis.filter(x => x[1] !== obj);
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this.nk_guis = this.nk_guis.filter(x => x[1] !== obj);
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@ -2087,33 +2087,36 @@ var gameobject = {
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obj.sync();
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obj.defn('components', {});
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Log.warn(`Made an object with ID ${obj.body}`);
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cmd(113, obj.body, obj);
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complete_assign(obj, {
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set scale(x) { cmd(36, this.body, x); },
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get scale() { return cmd(103, this.body); },
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get flipx() { return cmd(104,this.body); },
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set flipx(x) { cmd(55, this.body, x); },
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get flipy() { return cmd(105,this.body); },
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set flipy(x) { cmd(56, this.body, x); },
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set scale(x) {
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Log.warn(obj.body); cmd(36, obj.body, x); },
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get scale() { return cmd(103, obj.body); },
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get flipx() { return cmd(104,obj.body); },
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set flipx(x) { cmd(55, obj.body, x); },
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get flipy() { return cmd(105,obj.body); },
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set flipy(x) { cmd(56, obj.body, x); },
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get angle() { return Math.rad2deg(q_body(2,this.body))%360; },
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set angle(x) { set_body(0,this.body, Math.deg2rad(x)); },
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get angle() { return Math.rad2deg(q_body(2,obj.body))%360; },
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set angle(x) { set_body(0,obj.body, Math.deg2rad(x)); },
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set pos(x) { set_body(2,this.body,x); },
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get pos() { return q_body(1,this.body); },
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set pos(x) { set_body(2,obj.body,x); },
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get pos() { return q_body(1,obj.body); },
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get elasticity() { return cmd(107,this.body); },
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set elasticity(x) { cmd(106,this.body,x); },
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get elasticity() { return cmd(107,obj.body); },
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set elasticity(x) { cmd(106,obj.body,x); },
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get friction() { return cmd(109,this.body); },
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set friction(x) { cmd(108,this.body,x); },
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get friction() { return cmd(109,obj.body); },
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set friction(x) { cmd(108,obj.body,x); },
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set mass(x) { set_body(7,this.body,x); },
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get mass() { return q_body(5, this.body); },
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set mass(x) { set_body(7,obj.body,x); },
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get mass() { return q_body(5, obj.body); },
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set phys(x) { set_body(1, this.body, x); },
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get phys() { return q_body(0,this.body); },
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set phys(x) { set_body(1, obj.body, x); },
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get phys() { return q_body(0,obj.body); },
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});
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for (var prop in obj) {
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