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Updated p2.js to latest build.
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@@ -200,7 +200,7 @@ Phaser.Physics.Arcade.prototype = {
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* @param {number} velocity - Any component of velocity (e.g. 20).
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* @param {number} acceleration - Rate at which the velocity is changing.
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* @param {number} drag - Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.
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* @param {number} mMax - An absolute value cap for the velocity.
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* @param {number} [max=10000] - An absolute value cap for the velocity.
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* @return {number} The altered Velocity value.
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*/
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computeVelocity: function (axis, body, velocity, acceleration, drag, max) {
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@@ -392,11 +392,10 @@ Phaser.Physics.Arcade.Body.prototype = {
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this.checkWorldBounds();
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}
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this.hull.setTo(this.preX, this.preY, this.width, this.height);
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// this.hull.setTo(this.preX, this.preY, this.width, this.height);
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// this.hullX.setTo(this.x, this.preY, this.width, this.height);
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// this.hullY.setTo(this.preX, this.y, this.width, this.height);
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this.updateHulls(true);
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// this.updateHulls(true);
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}
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if (this.skipQuadTree === false && this.allowCollision.none === false && this.sprite.visible && this.sprite.alive)
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