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only adds lastMovedBy when there was no damage - fixes #108
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1 changed files with 6 additions and 2 deletions
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@ -54,6 +54,7 @@ function (Parent, Item, Box2D, Nc, Assert) {
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var b2Math = Box2D.Common.Math.b2Math;
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var absItemVelocity = b2Math.AbsV(itemVelocity);
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var min = 1;
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var damage = 0;
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if(absItemVelocity.x > min || absItemVelocity.y > min) {
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if(item.lastMoved && item.lastMoved.player != this.player) {
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@ -72,7 +73,7 @@ function (Parent, Item, Box2D, Nc, Assert) {
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// + 0.5 and / 2: offsetting for lower velocity impact
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// * 300: tested imperically by throwing piano from deadly height
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// * 80: tested imperically by throwing knife fast
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var damage = (velocityDamage + 0.5) * (weightDamage * 300 + dangerDamage * 80) / 2;
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damage = (velocityDamage + 0.5) * (weightDamage * 300 + dangerDamage * 80) / 2;
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var lastMovedPlayer = item.lastMoved.player;
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var callback = function() {
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@ -83,10 +84,13 @@ function (Parent, Item, Box2D, Nc, Assert) {
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}
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}
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// only set lastMovedBy if player wasn't hurt by collision
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if (damage === 0) {
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item.setLastMovedBy(this.player);
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}
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}
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}
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}
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};
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Doll.prototype.updatePositionState = function(update) {
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