big-refactor #106
4 changed files with 46 additions and 28 deletions
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@ -153,32 +153,26 @@ function Actor2D:addHitboxFromFrameData(framedata, animationID, frameID, hitboxI
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local anim = animationID or "null"
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local anim = animationID or "null"
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local frame = frameID or 0
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local frame = frameID or 0
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local id = hitboxID or 0
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local id = hitboxID or 0
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if (sx < 0) then
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ox = self.w - ox - w
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end
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if (sy < 0) then
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oy = self.h - oy - h
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end
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if (type == "main") then
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if (type == "main") then
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self.mainHitbox:setFromData({ox, oy, w, h})
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self.mainHitbox:setFromData({ox, oy, w, h}, sx, sy)
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else
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else
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local hitboxName = anim .. frame .. type .. id
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local hitboxName = anim .. frame .. type .. id
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self:addHitbox(hitboxName, type, {ox, oy, w, h}, isSolid)
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self:addHitbox(hitboxName, type, {ox, oy, w, h}, sx, sy, isSolid)
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return hitboxName
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return hitboxName
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end
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end
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end
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end
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function Actor2D:initMainHitbox()
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function Actor2D:initMainHitbox()
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self.mainHitbox = Hitbox(self, self.type, {0, 0, self.w, self.h}, self.isSolid)
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self.mainHitbox = Hitbox(self, self.type, {0, 0, self.w, self.h}, 0, 0, self.isSolid)
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self.mainHitbox:advertiseAsMainHitbox()
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self.mainHitbox:advertiseAsMainHitbox()
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end
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end
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function Actor2D:addHitbox(name, type, data, isSolid)
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function Actor2D:addHitbox(name, type, data, sx, sy, isSolid)
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if (self.hitboxes[name] ~= nil) then
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if (self.hitboxes[name] ~= nil) then
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core.debug:warning("actor2D", "the hitbox " .. name .. " already exists")
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core.debug:warning("actor2D", "the hitbox " .. name .. " already exists")
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else
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else
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local hitbox = Hitbox(self, type, data, isSolid)
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local hitbox = Hitbox(self, type, data, sx, sy, isSolid)
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self.hitboxes[name] = hitbox
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self.hitboxes[name] = hitbox
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return hitbox
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return hitbox
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end
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end
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@ -178,32 +178,26 @@ function Actor3D:addHitboxFromFrameData(framedata, animationID, frameID, hitboxI
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local anim = animationID or "null"
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local anim = animationID or "null"
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local frame = frameID or 0
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local frame = frameID or 0
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local id = hitboxID or 0
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local id = hitboxID or 0
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if (sx < 0) then
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ox = self.w - ox - w
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end
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if (sy < 0) then
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oz = self.d - oz - d
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end
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if (type == "main") then
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if (type == "main") then
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self.mainHitbox:setFromData({ox, oy, oz, w, h, d})
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self.mainHitbox:setFromData({ox, oy, oz, w, h, d}, sx, sy)
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else
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else
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local hitboxName = anim .. frame .. type .. id
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local hitboxName = anim .. frame .. type .. id
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self:addHitbox(hitboxName, type, {ox, oy, oz, w, h, d}, isSolid)
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self:addHitbox(hitboxName, type, {ox, oy, oz, w, h, d}, sx, sy, isSolid)
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return hitboxName
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return hitboxName
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end
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end
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end
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end
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function Actor3D:initMainHitbox()
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function Actor3D:initMainHitbox()
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self.mainHitbox = Hitbox(self, self.type, {0, 0, 0, self.w, self.h, self.d}, self.isSolid)
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self.mainHitbox = Hitbox(self, self.type, {0, 0, 0, self.w, self.h, self.d}, 1, 1, self.isSolid)
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self.mainHitbox:advertiseAsMainHitbox()
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self.mainHitbox:advertiseAsMainHitbox()
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end
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end
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function Actor3D:addHitbox(name, type, data, isSolid)
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function Actor3D:addHitbox(name, type, data, sx, sy, isSolid)
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if (self.hitboxes[name] ~= nil) then
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if (self.hitboxes[name] ~= nil) then
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core.debug:warning("actor3D", "the hitbox " .. name .. " already exists")
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core.debug:warning("actor3D", "the hitbox " .. name .. " already exists")
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else
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else
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local hitbox = Hitbox(self, type, data, isSolid)
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local hitbox = Hitbox(self, type, data, sx, sy, isSolid)
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self.hitboxes[name] = hitbox
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self.hitboxes[name] = hitbox
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return hitbox
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return hitbox
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end
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end
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@ -27,12 +27,12 @@ local Hitbox2D = Object:extend()
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-- INIT FUNCTIONS
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-- INIT FUNCTIONS
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-- Initialise the actor and its base functions
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-- Initialise the actor and its base functions
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function Hitbox2D:new(owner, type, data, isSolid)
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function Hitbox2D:new(owner, type, data, sx, sy, isSolid)
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self.owner = owner
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self.owner = owner
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self.world = owner.world
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self.world = owner.world
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self.type = type
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self.type = type
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self:setFromData(data)
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self:setFromData(data, sx, sy)
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self.x, self.y = self:getPosition()
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self.x, self.y = self:getPosition()
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self.isSolid = isSolid
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self.isSolid = isSolid
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@ -54,11 +54,26 @@ function Hitbox2D:modify(ox, oy, w, h)
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self.h = h
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self.h = h
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end
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end
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function Hitbox2D:setFromData(data)
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function Hitbox2D:setFromData(data, sx, sy)
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self.ox = data[1]
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self.ox = data[1]
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self.oy = data[2]
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self.oy = data[2]
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self.w = data[3]
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self.w = data[3]
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self.h = data[4]
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self.h = data[4]
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self:applyScale(sx, sy)
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end
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function Hitbox2D:applyScale(sx, sy)
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local sx = sx or 1
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local sy = sy or 1
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if (sx < 0) then
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self.ox = self.owner.w - self.ox - self.w
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end
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if (sy < 0) then
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self.oy = self.owner.h - self.oy - self.h
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end
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end
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end
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function Hitbox2D:setDebugColor(r,g,b)
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function Hitbox2D:setDebugColor(r,g,b)
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@ -27,12 +27,12 @@ local Hitbox3D = Object:extend()
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-- INIT FUNCTIONS
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-- INIT FUNCTIONS
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-- Initialise the actor and its base functions
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-- Initialise the actor and its base functions
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function Hitbox3D:new(owner, type, data, isSolid)
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function Hitbox3D:new(owner, type, data, sx, sy, isSolid)
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self.owner = owner
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self.owner = owner
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self.world = owner.world
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self.world = owner.world
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self.type = type
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self.type = type
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self:setFromData(data)
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self:setFromData(data, sx, sy)
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self.x, self.y, self.z = self:getPosition()
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self.x, self.y, self.z = self:getPosition()
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self.isSolid = isSolid
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self.isSolid = isSolid
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@ -56,13 +56,28 @@ function Hitbox3D:modify(ox, oy, oz, w, h, d)
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self.d = d
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self.d = d
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end
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end
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function Hitbox3D:setFromData(data)
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function Hitbox3D:setFromData(data, sx, sy)
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self.ox = data[1]
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self.ox = data[1]
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self.oy = data[2]
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self.oy = data[2]
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self.oz = data[3]
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self.oz = data[3]
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self.w = data[4]
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self.w = data[4]
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self.h = data[5]
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self.h = data[5]
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self.d = data[6]
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self.d = data[6]
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self:applyScale(sx, sy)
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end
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function Hitbox3D:applyScale(sx, sy)
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local sx = sx or 1
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local sy = sy or 1
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if (sx < 0) then
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self.ox = self.owner.w - self.ox - self.w
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end
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if (sy < 0) then
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self.oy = self.owner.h - self.oy - self.h
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end
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end
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end
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function Hitbox3D:setDebugColor(r,g,b)
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function Hitbox3D:setDebugColor(r,g,b)
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