Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 118 bytes modified
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@ -413,8 +413,6 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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body.orientation = backup.orientation;
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body.orientation = backup.orientation;
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body.flip = backup.flip;
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body.flip = backup.flip;
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if (body.backupMesh) {
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if (body.backupMesh) {
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/**
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/**
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* We used to be a corner, change back
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* We used to be a corner, change back
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@ -454,19 +452,19 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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body.backupMesh = body.mesh;
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body.backupMesh = body.mesh;
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_UP) {
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_UP) {
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body.backupMesh.position.y -= 0.5;
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body.backupMesh.position.y -= 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
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}
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}
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_DOWN) {
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_DOWN) {
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body.backupMesh.position.y += 0.5;
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body.backupMesh.position.y += 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
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}
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}
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_LEFT) {
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_LEFT) {
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body.backupMesh.position.x += 0.5;
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body.backupMesh.position.x += 0.5 * GameLib.CustomCode.BODY_SCALE_X;
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}
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}
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_RIGHT) {
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_RIGHT) {
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body.backupMesh.position.x -= 0.5;
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body.backupMesh.position.x -= 0.5 * GameLib.CustomCode.BODY_SCALE_X;
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}
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}
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//body.backupMesh.visible = false;
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//body.backupMesh.visible = false;
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