Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 2079 bytes modified
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afba50a53f
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1268482093
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@ -1121,8 +1121,6 @@ GameLib.CustomCode.prototype.createCorner = function(body, temp) {
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body.applyToMesh();
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body.backupMesh = body.mesh;
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body.backupMesh.orientation = body.orientation;
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_UP) {
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body.backupMesh.position.y -= 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
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@ -1142,8 +1140,6 @@ GameLib.CustomCode.prototype.createCorner = function(body, temp) {
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body.orientation = backupOrientation;
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body.mesh.orientation = body.orientation;
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body.mesh = this.createGameMesh(this.materialBreadCorner);
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body.mesh.position.z = 5;
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@ -1243,30 +1239,14 @@ GameLib.CustomCode.prototype.restore = function() {
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clone.mesh.remove();
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}
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/**
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* --- works ---
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*/
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clone.mesh = clone.backupMesh;
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var backupOrientation = clone.orientation;
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if (clone.backupMesh.hasOwnProperty('orientation')) {
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// clone.orientation = clone.backupMesh.orientation;
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}
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clone.backupMesh = null;
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clone.mesh.visible = true;
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clone.mesh.updateInstance('visible');
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clone.applyToMesh();
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clone.backupMesh = clone.mesh;
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clone.orientation = backupOrientation;
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/**
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* --- end of works ---
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*/
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if (clone.orientation === GameLib.CustomCode.ORIENTATION_UP) {
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clone.backupMesh.position.y += 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
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}
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@ -1289,67 +1269,14 @@ GameLib.CustomCode.prototype.restore = function() {
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} else {
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clone.mesh = this.createGameMesh(this.materialBreadCorner);
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}
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//clone.mesh.visible = false;
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//clone.mesh.updateInstance('visible');
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clone.applyToMesh();
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//clone.mesh.rotation.z = clone.orientation * Math.PI / 2;
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//clone.mesh.rotation.z += ((Math.PI / 2) * clone.flip);
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//clone.mesh.updateInstance('rotation');
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} else {
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clone.mesh.visible = true;
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clone.mesh.updateInstance('visible');
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clone.applyToMesh();
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}
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/*
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if (clone.backupMesh) {
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if (clone.mesh) {
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clone.mesh.geometry = null;
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clone.mesh.materials = null;
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clone.mesh.remove();
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}
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clone.backupMesh.visible = true;
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clone.backupMesh.position.x = clone.position.x * GameLib.CustomCode.BODY_SCALE_X + GameLib.CustomCode.GRID_OFFSET_X;
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clone.backupMesh.position.y = clone.position.y * GameLib.CustomCode.BODY_SCALE_Y + GameLib.CustomCode.GRID_OFFSET_Y;
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clone.backupMesh.position.z = 0.1;
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clone.backupMesh.rotation.z = clone.orientation * Math.PI / 2;
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clone.backupMesh.updateInstance('rotation');
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clone.backupMesh.updateInstance('visible');
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clone.mesh = this.createGameMesh(this.materialBreadCorner);
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clone.mesh.rotation.z = clone.orientation * Math.PI / 2;
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clone.mesh.rotation.z += ((Math.PI / 2) * clone.flip);
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clone.mesh.updateInstance('rotation');
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clone.mesh.position.x = clone.position.x * GameLib.CustomCode.BODY_SCALE_X + GameLib.CustomCode.GRID_OFFSET_X;
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clone.mesh.position.y = clone.position.y * GameLib.CustomCode.BODY_SCALE_Y + GameLib.CustomCode.GRID_OFFSET_Y;
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clone.mesh.position.z = 5;
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clone.mesh.updateInstance('position');
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clone.mesh.visible = true;
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clone.mesh.updateInstance('visible');
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} else {
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clone.mesh.visible = true;
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clone.mesh.updateInstance('visible');
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clone.applyToMesh();
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}
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*/
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}
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this.grid[clone.position.x][clone.position.y] = clone;
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