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ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana)
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@@ -302,8 +302,8 @@ Phaser.Physics.Arcade.prototype = {
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},
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/**
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* Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemaps.
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* You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap or Group vs. Tilemap collisions.
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* Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemap Layers.
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* You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap Layer or Group vs. Tilemap Layer collisions.
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* The objects are also automatically separated.
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*
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* @method Phaser.Physics.Arcade#collide
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@@ -838,6 +838,8 @@ Phaser.Physics.Arcade.prototype = {
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this._result = (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true));
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return this._result;
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},
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/**
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