1 // args[0] : stageName if blank warp in the stage
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2 // args[1] : move_to x location(pixel) to warp
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3 // args[2] : move_to y
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6 // args[5] : saveInertia
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7 var WarpItemClass = function(stage, args){
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9 var moveToX = args[1];
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10 var moveToY = args[2];
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11 var stgName = args[0];
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12 var saveInertia = args[5] != undefined ? args[5] : false;
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13 WarpItemClass.base.apply(this, [stage, [false, function(main, obj_x, obj_y){
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17 spdx = stage.userControlledCharacter.movingSpeed.x;
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18 spdy = stage.userControlledCharacter.movingSpeed.y;
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21 if(stgName != stage.manager.runningStageName && stgName)
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23 stage.manager.loadStageFromNetwork(stgName);
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26 var stg = stage.manager.runningStage;
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27 if(moveToX != undefined)
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29 stg.userControlledCharacter.origin.x = moveToX;
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31 if(moveToY != undefined)
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33 stg.userControlledCharacter.origin.y = moveToY;
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37 stg.userControlledCharacter.movingSpeed.x = spdx;
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38 stg.userControlledCharacter.movingSpeed.y = spdy;
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46 this.size.x = args[3];
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50 this.size.y = args[4];
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52 }.extend(FreeItemClass, {
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