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Apr 15th, 2018
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  1. if (checks > pathUpdate)
  2.             {trace(pnts.length);
  3.                 checks = 0;
  4.                 Main.tl.curMove = cMove;
  5.                 pnts.splice(0,pnts.length-1);
  6.                 for (var dd:uint=0; dd < physObjects.length; ++dd)
  7.                 {
  8.                     physObjects[dd].body.SetPosition(physObjects[dd].origPos);
  9.                     physObjects[dd].body.SetLinearVelocity(physObjects[dd].origVeloc);
  10.                     physObjects[dd].body.SetAngularVelocity(physObjects[dd].origAVeloc);
  11.                 }
  12.                
  13.             }
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