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- if (checks > pathUpdate)
- {trace(pnts.length);
- checks = 0;
- Main.tl.curMove = cMove;
- pnts.splice(0,pnts.length-1);
- for (var dd:uint=0; dd < physObjects.length; ++dd)
- {
- physObjects[dd].body.SetPosition(physObjects[dd].origPos);
- physObjects[dd].body.SetLinearVelocity(physObjects[dd].origVeloc);
- physObjects[dd].body.SetAngularVelocity(physObjects[dd].origAVeloc);
- }
- }
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