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Fixed an issue where the Tile.physicsElapsed would go insane if the game has been paused for a long time.
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@@ -449,7 +449,7 @@ Phaser.Group.prototype = {
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forEach: function (callback, callbackContext, checkExists) {
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checkExists = checkExists || false;
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if (typeof checkExists == 'undefined') { checkExists = false; }
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if (this._container.first._iNext)
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{
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@@ -470,7 +470,7 @@ Phaser.Group.prototype = {
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},
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forEachAlive: function () {
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forEachAlive: function (callback, callbackContext) {
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if (this._container.first._iNext)
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{
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@@ -491,7 +491,7 @@ Phaser.Group.prototype = {
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},
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forEachDead: function () {
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forEachDead: function (callback, callbackContext) {
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if (this._container.first._iNext)
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{
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