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render normals pointing out of static bodies
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1 changed files with 1 additions and 1 deletions
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@ -855,7 +855,7 @@ var Render = {};
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normalPosY = (pair.activeContacts[0].vertex.y + pair.activeContacts[1].vertex.y) / 2;
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normalPosY = (pair.activeContacts[0].vertex.y + pair.activeContacts[1].vertex.y) / 2;
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}
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}
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if (collision.bodyB === collision.supports[0].body) {
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if (collision.bodyB === collision.supports[0].body || collision.bodyA.isStatic === true) {
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c.moveTo(normalPosX - collision.normal.x * 8, normalPosY - collision.normal.y * 8);
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c.moveTo(normalPosX - collision.normal.x * 8, normalPosY - collision.normal.y * 8);
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} else {
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} else {
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c.moveTo(normalPosX + collision.normal.x * 8, normalPosY + collision.normal.y * 8);
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c.moveTo(normalPosX + collision.normal.x * 8, normalPosY + collision.normal.y * 8);
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