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Much more stable collision, just need to refactor the Tilemap handling - see if I can optimise it a bit too.
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@@ -648,7 +648,7 @@ Phaser.Rectangle.equals = function (a, b) {
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*/
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Phaser.Rectangle.intersection = function (a, b, out) {
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out = out || new Phaser.Rectangle;
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out = out || new Phaser.Rectangle;
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if (Phaser.Rectangle.intersects(a, b))
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{
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